WorldWideScience

Sample records for providing interactive entertainment

  1. Intelligent Technologies for Interactive Entertainment

    NARCIS (Netherlands)

    Nijholt, Antinus; Reidsma, Dennis; Hondorp, G.H.W.; Unknown, [Unknown

    2009-01-01

    These are the proceedings of the 3rd International Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN 09). The first edition of this conference, organised in Madonna di Campiglio, saw the gathering of a diverse audience with broad and varied interests. With presentations

  2. Digital Facial Augmentation for Interactive Entertainment

    Directory of Open Access Journals (Sweden)

    Naoto Hieda

    2015-08-01

    Full Text Available Digital projection technology allows for effective and entertaining spatial augmented reality applications. Leveraging the capabilities of reasonably accurate object tracking using commodity cameras and/or depth sensors to determine the 3D position and pose of objects in real time, it is possible to project dynamic graphical content on arbitrary surfaces, such as a person’s face. Coupling these capabilities with a simple drawing application, participants can have the experience of "painting" on someone’s face, or even on their own, by observing the projection in a mirror. Similarly, integrating 2D rigid-body, fluid and gravity simulation, one may interact with virtual objects projected on their own face or body.

  3. Entertainment Capture through Heart Rate Activity in Physical Interactive Playgrounds

    DEFF Research Database (Denmark)

    Yannakakis, Georgios; Hallam, John; Lund, Henrik Hautop

    2008-01-01

    An approach for capturing and modeling individual entertainment (“fun”) preferences is applied to users of the innovative Playware playground, an interactive physical playground inspired by computer games, in this study. The goal is to construct, using representative statistics computed from...... that predict reported entertainment preferences given HR features. These models are expressed as artificial neural networks and are demonstrated and evaluated on two Playware games and two control tasks requiring physical activity. The best network is able to correctly match expressed preferences in 64...

  4. Nonverbal and Bodily Interaction in Ambient Entertainment

    NARCIS (Netherlands)

    Nijholt, Antinus; Reidsma, Dennis; Ruttkay, Z.M.; van Welbergen, H.; Bos, Pieter; Esposito, Anna; Bratanic, Maja; Keller, Eric; Marinaro, Maria

    2007-01-01

    In future Ambient Intelligence environments we assume intelligence embedded in the environment and its virtual, sometimes visualized agents (virtual humans). These environments support the human inhabitants or visitors in their activities and interactions by perceiving them through their sensors. In

  5. Editorial: New modalities for interactive entertainment

    NARCIS (Netherlands)

    Volpe, Gualtiero; Volpe, G; Reidsma, Dennis; Camurri, A.; Camurri, Antonio; Nijholt, Antinus

    2013-01-01

    Interaction technologies have recently become more and more robust, ubiquitous, and widespread. Their advances encompass both the enabling technologies (e.g., faster computer architectures and network communications, more powerful real-time video and audio processing, and so on) and the concept

  6. Digital storytelling a creator's guide to interactive entertainment

    CERN Document Server

    Miller, Carolyn Handler

    2014-01-01

    Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and second screen experiences. The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They're immersive, letting the user interact with the story and letting the user enter the story and shape it themselves.This book features case studies that cover a great spectrum of platforms and different story genres. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and non-fiction purposes: educat...

  7. Provider portrayals and patient-provider communication in drama and reality medical entertainment television shows.

    Science.gov (United States)

    Jain, Parul; Slater, Michael D

    2013-01-01

    Portrayals of physicians on medical dramas have been the subject of research attention. However, such research has not examined portrayals of interactions between physicians and patients, has not compared physician portrayals on medical dramas versus on medical reality programs, and has not fully examined portrayals of physicians who are members of minority groups or who received their education internationally. This study content-analyzes 101 episodes (85 hours) of such programs broadcast during the 2006-2007 viewing season. Findings indicate that women are underrepresented as physicians on reality shows, though they are no longer underrepresented as physicians on dramas. However, they are not as actively portrayed in patient-care interactions as are male physicians on medical dramas. Asians and international medical graduates are underrepresented relative to their proportion in the U.S. physician population, the latter by almost a factor of 5. Many (but certainly not all) aspects of patient-centered communication are modeled, more so on reality programs than on medical dramas. Differences in patient-provider communication portrayals by minority status and gender are reported. Implications for public perception of physicians and expectations regarding provider-patient interaction are discussed.

  8. Preface for the Special Issue on Intelligent Technologies for Interactive Entertainment

    NARCIS (Netherlands)

    Reidsma, Dennis; Reidsma, D.; Nijholt, A.; Nijholt, Antinus; Unknown, [Unknown

    2009-01-01

    This Special Issue contains updated and extended versions of a selection of papers that were presented at the 3rd International Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN 09). This 3rd conference was held in Amsterdam, the Netherlands, in June 2009. It was

  9. Advances in Computer Entertainment.

    NARCIS (Netherlands)

    Nijholt, Antinus; Romão, T.; Reidsma, Dennis; Unknown, [Unknown

    2012-01-01

    These are the proceedings of the 9th International Conference on Advances in Computer Entertainment ACE 2012). ACE has become the leading scientific forum for dissemination of cutting-edge research results in the area of entertainment computing. Interactive entertainment is one of the most vibrant

  10. Entertainment services marketing

    OpenAIRE

    STOIAN Andra; Epuran Gheorghe

    2018-01-01

    This paper discusses a less treated subject until now: entertainment services. The main objective of this paper is to highlight the characteristics of these services. Our aim is to find out what entertainment services are, to whom they are addressed, what kind of services we have in Brasov County and the type of strategies applied by entertainment providers for the success of their business. When we discuss about entertainment we cannot leave out our free time, and that is why we ...

  11. Entertainment Pages.

    Science.gov (United States)

    Druce, Mike

    1981-01-01

    Notes that the planning of an effective entertainment page in a school newspaper must begin by establishing its purpose. Examines all the elements that contribute to the makeup of a good entertainment page. (RL)

  12. Entertainment services marketing

    Directory of Open Access Journals (Sweden)

    STOIAN Andra

    2018-01-01

    Full Text Available This paper discusses a less treated subject until now: entertainment services. The main objective of this paper is to highlight the characteristics of these services. Our aim is to find out what entertainment services are, to whom they are addressed, what kind of services we have in Brasov County and the type of strategies applied by entertainment providers for the success of their business. When we discuss about entertainment we cannot leave out our free time, and that is why we will also cover this subject in another chapter of the paper. In order to achieve this goal, we will go through specialized articles while also analysing what actually happens in the case of entertainment services in Brasov County.

  13. (Semi-) Pervasive Gaming Educational and Entertainment Facilities via Interactive Video-to-Video Communication over the Internet, for Museum Exhibits

    OpenAIRE

    Chochliouros, Ioannis; McCall, Roderick; Popleteev, Andrei; Avanesov, Tigran; Kamarauskas, Tomas; Spiliopoulou, Anastasias; Sfakianakis, Evangelos; Georgiadou, Evangelia; Liakostavrou, Nikoletta; Kampourakis, Ioannis; Stephanakis, Ioannis

    2013-01-01

    Part 10: Second Workshop on Intelligent Video-to-Video Communications in Modern Smart Cities (IVC 2013); International audience; Based upon the core concept of the LiveCity Project we focus on the specific City Cultural Experiences v2v Pilot, designed to allow for visitors at two defined locations to interact with one another in a joint experience and to get educational/entertainment benefits, originating directly from the museum content delivery. We discuss a set of semi-pervasive games (the...

  14. Preface (to: Advances in Computer Entertainment)

    NARCIS (Netherlands)

    Romão, Teresa; Nijholt, Antinus; Romão, Teresa; Reidsma, Dennis

    2012-01-01

    These are the proceedings of the 9th International Conference on Advances in Computer Entertainment ACE 2012). ACE has become the leading scientific forum for dissemination of cutting-edge research results in the area of entertainment computing. Interactive entertainment is one of the most vibrant

  15. From the Experience of Interactivity and Entertainment to Lower Intention to Smoke: A Randomized Controlled Trial and Path Analysis of a Web-Based Smoking Prevention Program for Adolescents.

    Science.gov (United States)

    Khalil, Georges Elias; Wang, Hua; Calabro, Karen Sue; Mitra, Natasha; Shegog, Ross; Prokhorov, Alexander V

    2017-02-16

    Web-based programs for smoking prevention are being increasingly used with some success among adolescents. However, little is known about the mechanisms that link the experience of such programs to intended nicotine or tobacco control outcomes. Based on the experiential learning theory and extended elaboration likelihood model, this study aimed to evaluate the impact of a Web-based intervention, A Smoking Prevention Interactive Experience (ASPIRE), on adolescents' intention to smoke, while considering the experience of interactivity and entertainment as predictors of reduced intention to smoke, under a transitional user experience model. A total of 101 adolescents were recruited from after-school programs, provided consent, screened, and randomized in a single-blinded format to 1 of 2 conditions: the full ASPIRE program as the experimental condition (n=50) or an online , text-based version of ASPIRE as the control condition (n=51). Data were collected at baseline and immediate follow-up. Repeated-measures mixed-effects models and path analyses were conducted. A total of 82 participants completed the study and were included in the analysis. Participants in the experimental condition were more likely to show a decrease in their intention to smoke than those in the control condition (beta=-0.18, P=.008). Perceived interactivity (beta=-0.27, P=.004) and entertainment (beta=-0.20, P=.04) were each associated with a decrease in intention to smoke independently. Results of path analyses indicated that perceived interactivity and perceived entertainment mediated the relationship between ASPIRE use and emotional involvement. Furthermore, perceived presence mediated the relationship between perceived interactivity and emotional involvement. There was a direct relationship between perceived entertainment and emotional involvement. Emotional involvement predicted a decrease in intention to smoke (beta=-0.16, P=.04). Adolescents' experience of interactivity and entertainment

  16. Entertainment: A Cross-Cultural Examination.

    Science.gov (United States)

    Fischer, Heinz-Dietrich, Ed.; Melnik, Stefan Reinhard, Ed.

    This collection of 26 articles, written by mass communication experts from 12 countries, investigates various aspects of entertainment as communication, focusing on entertainment as provided by its currently most important source, mass media. The premise behind the essays is that there is no such thing as "pure entertainment," but that…

  17. Media Entertainment and emotions

    DEFF Research Database (Denmark)

    Tan, Ed S.

    2017-01-01

    The chapter presents a psychological framework for entertainment experiences. It reviews types of emotion and their associations with media entertainment contents, explaining the role of genre.......The chapter presents a psychological framework for entertainment experiences. It reviews types of emotion and their associations with media entertainment contents, explaining the role of genre....

  18. Haptic, Virtual Interaction and Motor Imagery: Entertainment Tools and Psychophysiological Testing

    Directory of Open Access Journals (Sweden)

    Sara Invitto

    2016-03-01

    Full Text Available In this work, the perception of affordances was analysed in terms of cognitive neuroscience during an interactive experience in a virtual reality environment. In particular, we chose a virtual reality scenario based on the Leap Motion controller: this sensor device captures the movements of the user’s hand and fingers, which are reproduced on a computer screen by the proper software applications. For our experiment, we employed a sample of 10 subjects matched by age and sex and chosen among university students. The subjects took part in motor imagery training and immersive affordance condition (a virtual training with Leap Motion and a haptic training with real objects. After each training sessions the subject performed a recognition task, in order to investigate event-related potential (ERP components. The results revealed significant differences in the attentional components during the Leap Motion training. During Leap Motion session, latencies increased in the occipital lobes, which are entrusted to visual sensory; in contrast, latencies decreased in the frontal lobe, where the brain is mainly activated for attention and action planning.

  19. Haptic, Virtual Interaction and Motor Imagery: Entertainment Tools and Psychophysiological Testing

    Science.gov (United States)

    Invitto, Sara; Faggiano, Chiara; Sammarco, Silvia; De Luca, Valerio; De Paolis, Lucio T.

    2016-01-01

    In this work, the perception of affordances was analysed in terms of cognitive neuroscience during an interactive experience in a virtual reality environment. In particular, we chose a virtual reality scenario based on the Leap Motion controller: this sensor device captures the movements of the user’s hand and fingers, which are reproduced on a computer screen by the proper software applications. For our experiment, we employed a sample of 10 subjects matched by age and sex and chosen among university students. The subjects took part in motor imagery training and immersive affordance condition (a virtual training with Leap Motion and a haptic training with real objects). After each training sessions the subject performed a recognition task, in order to investigate event-related potential (ERP) components. The results revealed significant differences in the attentional components during the Leap Motion training. During Leap Motion session, latencies increased in the occipital lobes, which are entrusted to visual sensory; in contrast, latencies decreased in the frontal lobe, where the brain is mainly activated for attention and action planning. PMID:26999151

  20. Age Invaders: Entertainment for Elderly and Young

    Science.gov (United States)

    Cheok, Adrian David

    This chapter presents the design process of Age Invaders, an intergenerational family entertainment system which focuses on physical and social interactions using a mixed reality floor system. The main design goals include facilitating interactions between users with varied levels of skill in utilizing technology, utilizing the familiar physical motions from other activities to make an intuitive physical interface, and encouraging social interactions among families and friends. Four main prototype iterations for the system are presented. Our design process is based on User Centered Design and relies on constant involvement of users to understand the key issues and to help make effective design decisions. The results of the study help to focus the refinements of the existing platform from a usability standpoint and also aid in the development of new physical entertainment and interactive applications. This study provides insights into user issues including how users interact in a complex mixed reality experience. At the end of this chapter, we presented the design of a toolkit that enables easy access and programming of the Age Invaders system. This toolkit could be used as a general platform for designing and reprogramming new type of artwork, entertainment, games, and applications.

  1. Sensors for Entertainment.

    Science.gov (United States)

    Lamberti, Fabrizio; Sanna, Andrea; Rokne, Jon

    2016-07-15

    Sensors are becoming ubiquitous in all areas of science, technology, and society. In this Special Issue on "Sensors for Entertainment", developments in progress and the current state of application scenarios for sensors in the field of entertainment is explored.

  2. Mergers & acquisitions : an entertainment and media conglomerate

    OpenAIRE

    Plumen, Kevin Jürgen

    2015-01-01

    The entertainment and media landscape is considered as a rapidly changing and highly growing industry. Due to increasing M&A activity and changing consumer demand for experiences and interactions with high-quality content, entertainment and media companies are advised to innovate their products and user experience with focus on digitalization. This thesis considers an acquisition of Time Warner by 21st Century Fox, two of the biggest companies in the entertainment and media industry. First of...

  3. Entertaining the whole world

    NARCIS (Netherlands)

    Cheok, Adrian David; Romão, Teresa; Yu, Gino; Cheok, A.D.; Nijholt, Antinus; Romão, T.

    2014-01-01

    Entertainment media are entertainment products and services that rely on digital technology. Mostly the digital entertainment industry is focused on the developed world such as USA, Europe, and Japan. However, due to the decreasing cost of computer and programming technologies, developing countries

  4. Incorporating Cultural Sensitivity into Interactive Entertainment-Education for Diabetes Self-Management Designed for Hispanic Audiences.

    Science.gov (United States)

    Kline, Kimberly N; Montealegre, Jane R; Rustveld, Luis O; Glover, Talar L; Chauca, Glori; Reed, Brian C; Jibaja-Weiss, Maria L

    2016-06-01

    Diabetes self-management education can improve outcomes in adults with Type 2 diabetes mellitus (T2DM). However, Hispanics, a group that carries a large burden of disease, may not participate in diabetes education programs. Audience engagement with entertainment-education has been associated with improved health education outcomes and may engage and empower Hispanic users to active self-care. Successful use of entertainment-education relies on the use of characters and situations with whom the viewers can feel some sense of involvement and for Hispanic audiences is encouraged when storylines and characters are culturally sensitive. In this study, we used a mixed methods approach that included descriptive statistics of closed-ended and content analysis of open-ended questions to measure the cultural sensitivity of the telenovela portion of a novel technology-based application called Sugar, Heart, and Life (SHL). Specifically, we analyzed the responses of 123 male and female patients diagnosed with uncontrolled T2DM to determine viewer involvement with characters and situations in the telenovela, viewer perceived self-efficacy in following recommendations, as well as viewer satisfaction with the program. Our findings indicate that the SHL application achieved its goal of creating a user-friendly program that depicted realistic, culturally sensitive characters and storylines that resonated with Hispanic audiences and ultimately fostered perceived self-efficacy related to following recommendations given about healthy lifestyle changes for diabetes self-management. These findings suggest that the SHL application is a culturally sensitive health education intervention for use by Hispanic male and female individuals that may empower them in self-management of T2DM.

  5. Foods and Nutrition Resource Unit. Entertaining.

    Science.gov (United States)

    Gantt, Sara

    This resource unit, a supplement to the foods and nutrition curriculum guide (see related note), was designed to help secondary education home economics teachers provide students with additional food study and plan for learning experiences in the art of entertaining. The unit covers four principle topics regarding the art of entertaining in a…

  6. Playing and Cheating in Ambient Entertainment

    NARCIS (Netherlands)

    Nijholt, Antinus; Ma, L.; Nakatsu, R.; Rauterberg, M

    2007-01-01

    We survey ways to extract information from users interacting in ambient intelligence entertainment environments. We speculate on the use of this information, including information obtained from physiological processes and brain-computer interfacing, in future game environments.

  7. Future Of Visual Entertainment

    Science.gov (United States)

    Dryer, Ivan

    1983-10-01

    The development of new visual entertainment forms has and will continue to have a powerful impact on the direction of our society. Foremost among these new forms will be the Holo's--moving Holographic images of anything imaginable, projected in mid air (a room, a dome) and so lifelike they are virtually indistinguishable from "reality". The Holo's and space development will ultimately transform entertainment and in the process, humanity, too. Meanwhile, the seeds of these changes are now being planted in entertainment trends and innovations whose implications are just beginning to emerge.

  8. Entertainment is emotion: The functional architecture of the entertainment experience

    NARCIS (Netherlands)

    Tan, E.S.H.

    2008-01-01

    Current standard accounts of entertainment have regarded emotions as essential for the entertainment experience, but it has not been understood why emotions are so important for it. Recent views of entertainment as an adaptively significant activity propose that the distal cause of entertainment

  9. Redundancy in systems which entertain a model of themselves: interaction information and the self-organization of anticipation

    NARCIS (Netherlands)

    Leydesdorff, L.

    2010-01-01

    Mutual information among three or more dimensions (μ* = -Q) has been considered as interaction information. However, Krippendorff [1,2] has shown that this measure cannot be interpreted as a unique property of the interactions and has proposed an alternative measure of interaction information based

  10. The effect of parasocial interaction on intention to register as organ donors through entertainment-education programs in Korea.

    Science.gov (United States)

    Jeong, Hyeonju; Park, Hyun Soon

    2015-03-01

    This study is based on the theory of reasoned action and self-efficacy, and it examines the mediating role of attitude, subjective norm, and self-efficacy between parasocial interaction and the intention to donate organs. Judgment sampling was used and 329 respondents were participated in the survey. Participants consisted of 102 males (30.9%) and 227 females (69.1%), and their ages ranged from 13 to 77 years. The Cronbach's α for each scale was .81 for parasocial interaction scale (M = 3.01, SD = 0.55), .89 for attitude scale (M = 4.28, SD = 0.55), .89 for subjective norm (M = 4.28, SD = 0.55), and .76 for self-efficacy (M = 3.31, SD = 0.89). The level of parasocial interaction was found to be significantly associated with attitude and subjective norms that predicted intention to register as organ donors. Although the mediating effect of self-efficacy between parasocial interaction and intention has been proven, self-efficacy showed a conflicting result in the process of model testing in that the level of parasocial interaction affected the degree of subjective norms, which in turn influenced intention by enhancing self-efficacy. The results indicate that parasocial interaction has an indirect effect on intention to register as organ donors through attitude and subjective norms. It is expected that this finding contributes to developing a number of strategies to encourage people's intention to register as organ donors. © 2013 APJPH.

  11. IDEOLOGICALLY CHALLENGING ENTERTAINMENT (ICE

    Directory of Open Access Journals (Sweden)

    Dana Lori Chalmers

    2015-09-01

    Full Text Available Ideologically Challenging Entertainment (ICE is entertainment that challenges ‘us vs. them’ ideologies associated with radicalization, violent conflict and terrorism. ICE presents multiple perspectives on a conflict through mainstream entertainment. This article introduces the theoretical underpinnings of ICE, the first ICE production and the audience responses to it. The first ICE production was Two Merchants: The Merchant of Venice adapted to challenge ideologies of the Arab-Israeli Conflict. A mixed-methods study of audience responses explored whether this production inspired audiences to shift their ideological views. Each performance included two versions of the adaptation: a Jewish dominated society with an Arab Muslim minority, contrasted with an Arab Muslim dominated society and a Jewish minority. A mixed-methods study of audience responses explored whether this production inspired audiences to shift their ideological views to become more tolerant of differences away from ideological radicalization. Of audience members who did not initially agree with the premise of the production, 40% reconsidered their ideological views, indicating increased tolerance, greater awareness of and desire to change their own prejudices. In addition, 86% of the audience expressed their intention to discuss the production with others, thereby encouraging critical engagement with, and broader dissemination of the message. These outcomes suggest that high quality entertainment – as defined by audience responses to it - can become a powerful tool in the struggle against radicalised ideologies.

  12. Sensors for Entertainment

    Directory of Open Access Journals (Sweden)

    Fabrizio Lamberti

    2016-07-01

    Full Text Available Sensors are becoming ubiquitous in all areas of science, technology, and society. In this Special Issue on “Sensors for Entertainment”, developments in progress and the current state of application scenarios for sensors in the field of entertainment is explored.

  13. An Education in Entertainment – Possible Trends in Southeast Asia

    Directory of Open Access Journals (Sweden)

    Benny Lim

    2014-03-01

    Full Text Available The term Entertainment Industry has been used interchangeably with the term Creative Industries and also has been suggested to be part of the creative industries. The creative industries seeks to provide commercially viable artistic and creative products, known as intellectual property, and in the process of such provision, contributes to the nation’s creative economy. From an education perspective in Southeast Asia, two observations can be made. Firstly, the focus of education in relation to the entertainment industry has always been technical. Secondly, the introduction of the concepts of the creative industries in Southeast Asia has spurred new trends in the education of the entertainment industry. Outside of Southeast Asia, there have been a growing number of academic programs in the field of Entertainment. From within Southeast Asia, Malaysia has taken the lead to introduce two new trends in the entertainment education – entertainment management and entertainment arts.

  14. Television's Dilemma: Information vs. Entertainment.

    Science.gov (United States)

    Saltzman, Joe

    1984-01-01

    As long as people want to see entertainment programs that deal with real people and problems and as long as people tune into newscasts that feel they must entertain as well as inform, that thin line between news and entertainment will remain a twilight zone filled with superficiality and sensationalism. (RM)

  15. Handbook of digital games and entertainment technologies

    CERN Document Server

    Rauterberg, Matthias; Ciancarini, Paolo

    2017-01-01

    The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas.  The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other ...

  16. Honest Entertainment, Transcendental Jest

    DEFF Research Database (Denmark)

    Kluge, Sofie

    Through the centuries Don Quijote has delighted readers, inspired artists, stimulated thinkers, and helped form historians' perception of early modern Spain. It has, furthermore, played a major part in the development and theoretisation of one of the modern world’s most characteristic literary...... forms: the novel. In its own playful and non-systematic fashion, Honest Entertainment, Transcendental Jest. Six Essays on Don Quijote and Novelistic Theory explores the reception of Cervantes’ masterpiece with special attention to its significance for the theory of the novel. A book about books about...... a book about books, this volume is essentially an introduction to the theory of a seminal modern literary genre as approached from the vantage point of the outstanding, truly epoch-making work. Chapters can be read separately as introductions to individual cervantists or theorists of the novel (including...

  17. Elevation in Response to Entertainment Portrayals of Moral Virtue

    Science.gov (United States)

    Oliver, Mary Beth; Hartmann, Tilo; Woolley, Julia K.

    2012-01-01

    Media psychologists have long puzzled over how individuals can experience enjoyment from entertainment such as tragedies that often elicit profound feelings of sadness. The present research examines the idea that a focus on "meaningful" entertainment and affective responses identified as "elevation" may provide a framework for understanding many…

  18. Educational role-play: moving beyond entertainment

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    This paper presents a controversial approach to innovating educational role-play. It is argued that we should stop thinking games as an entertaining mean for facilitating participation, and instead try to see games as a content provider and feedback mechanism. A theoretical model is presented...

  19. Tema 2: The NAO robot as a Persuasive Educational and Entertainment Robot (PEER – a case study on children’s articulation, categorization and interaction with a social robot for learning

    Directory of Open Access Journals (Sweden)

    Lykke Brogaard Bertel

    2016-01-01

    Full Text Available The application of social robots as motivational tools and companions in education is increasingly being explored from a theoretical and practical point of view. In this paper, we examine the social robot NAO as a Persuasive Educational and Entertainment Robot (PEER and present findings from a case study on the use of NAO to support learning environments in Danish primary schools. In the case study we focus on the children’s practice of articulation and embodied interaction with NAO and investigate the role of NAO as a ‘tool’, ‘social actor’ or ‘simulating medium’ in the learning designs. We examine whether this categorization is static or dynamic, i. e. develops and changes over the course of the interaction and explore how this relates to and affects the student’s motivation to engage in the NAO-supported learning activities.

  20. Tema 2: The NAO robot as a Persuasive Educational and Entertainment Robot (PEER – a case study on children’s articulation, categorization and interaction with a social robot for learning

    Directory of Open Access Journals (Sweden)

    Lykke Brogaard Bertel

    2015-12-01

    Full Text Available The application of social robots as motivational tools and companions in education is increasingly being explored from a theoretical and practical point of view. In this paper, we examine the social robot NAO as a Persuasive Educational and Entertainment Robot (PEER and present findings from a case study on the use of NAO to support learning environments in Danish primary schools. In the case study we focus on the children’s practice of articulation and embodied interaction with NAO and investigate the role of NAO as a ‘tool’, ‘social actor’ or ‘simulating medium’ in the learning designs. We examine whether this categorization is static or dynamic, i. e. develops and changes over the course of the interaction and explore how this relates to and affects the student’s motivation to engage in the NAO-supported learning activities.

  1. Theatre of Operations: An Entertaining Problem

    Science.gov (United States)

    2012-11-01

    multi-national automotive companies in Australia, Asia and Europe, including Mitsubishi Motors , Ford and Caterpillar. He currently works for Aerospace...model of all stakeholders is thus an integrated architecture description of the problem space (ISO42010 2008). Effective needs analysis requires...presentation provides an entertaining yet rigorous example and uses colloquial language to describe in readily understood terms a robust needs analysis

  2. Interactions between patients and dental care providers: does gender matter?

    Science.gov (United States)

    Inglehart, Marita R

    2013-04-01

    Research findings concerning the role of gender in patient-physician interactions can inform considerations about the role of gender in patient-dental care provider interactions. Medical research showed that gender differences in verbal and nonverbal communication in medical settings exist and that they affect the outcomes of these interactions. The process of communication is shaped by gender identities, gender stereotypes, and attitudes. Future research needs to consider the cultural complexity and diversity in which gender issues are embedded and the degree to which ongoing value change will shape gender roles and in turn interactions between dental patients and their providers. Copyright © 2013 Elsevier Inc. All rights reserved.

  3. Levels of Interaction Provided by Online Distance Education Models

    Science.gov (United States)

    Alhih, Mohammed; Ossiannilsson, Ebba; Berigel, Muhammet

    2017-01-01

    Interaction plays a significant role to foster usability and quality in online education. It is one of the quality standard to reveal the evidence of practice in online distance education models. This research study aims to evaluate levels of interaction in the practices of distance education centres. It is aimed to provide online distance…

  4. Promoting Occupational Safety and Health for Cambodian Entertainment Sector Workers.

    Science.gov (United States)

    Hsu, Lee-Nah; Howard, Richard; Torriente, Anna Maria; Por, Chuong

    2016-08-01

    Cambodia has developed booming textile, garment, tourism, and entertainment service industries since the mid-1990s. The 2007 global financial crisis pushed many garment workers, who lost their jobs, into the entertainment sector. Entertainment workers are typically engaged informally by their employers and are subjected to long working hours, sexual harassment, and violence. Many who sell beverages are forced into excessive alcohol consumption as part of their work. Many are also expected by their employers and clients to provide sexual services. To address unsafe and unhealthy working conditions for these workers, an innovative occupational safety and health regulation was adopted in 2014. This first-of-its-kind occupational safety and health regulation was developed jointly by the Cambodian Ministry of Labour and Vocational Training and employers' and workers' organizations in the entertainment sector. The implementation of this regulation can also be a viable contribution of occupational safety and health to HIV interventions for these workers. © The Author(s) 2016.

  5. Developing Educational and Entertaining Virtual Humans using Elckerlyc

    NARCIS (Netherlands)

    Reidsma, Dennis; van Welbergen, H.; Paul, Ronald C.; van de Laar, B.L.A.; Nijholt, Antinus; Yang, Hyun Seung; Malaka, Rainer; Hoshino, Junichi; Han, Jung Hyun

    2010-01-01

    Virtual humans (VHs) are used in many educational and entertainment settings: training and serious gaming, interactive information kiosks, tour guides, tutoring, interactive virtual dancers, and much more. Building a complete VH from scratch is a daunting task, and it makes sense to rely on existing

  6. Crime As Entertainment or Entertainment as A Crime?

    Directory of Open Access Journals (Sweden)

    Mia Angeline

    2011-10-01

    Full Text Available Article presents one part of pop culture is crime portrayed as entertainment in television shows. Television has the means of information and entertainment, resulting in the shift of crime shows, initially crime was portrayed in the news but due to the high popularity, it becomes part of the entertainment as well. In terms of information, the most famous of crime drama show is Crime Scene Investigation (CSI, and this show gave effect known as the CSI effect, which is people have more appreciation to scientific evidences and DNA testing in trials. On the other hand, with so many shows involving crime resulting in cultivation impact, which is accumulation and the formation of perception of reality. People who are more exposed to this crime show will form the same perception as the one depicted by television and resulted to changes in their behavior. Several proposals to reduce this negative effects are audience learning, the use of rating system and electronic key in television set.  

  7. Providing care for an elderly parent: interactions among siblings?

    OpenAIRE

    2009-01-01

    This article is focused on children providing and financing long-term care for their elderly parent. The aim of this work is to highlight the interactions that may take place among siblings when deciding whether or not to become a caregiver. We look at families with two children using data from the Survey of Health, Ageing and Retirement in Europe; our sample contains 314 dependent elderly and their 628 adult children. In order to identify the interactions between siblings, we have specified ...

  8. Providing care for an elderly parent: interactions among siblings?

    Science.gov (United States)

    Fontaine, Roméo; Gramain, Agnès; Wittwer, Jérôme

    2009-09-01

    This article is focused on children providing and financing long-term care for their elderly parent. The aim of this work is to highlight the interactions that may take place among siblings when deciding whether or not to become a caregiver. We look at families with two children using data from the Survey of Health, Ageing and Retirement in Europe; our sample contains 314 dependent elderly and their 628 adult children. In order to identify the interactions between siblings, we have specified a two-person discrete game model. To estimate this model, without invoking the 'coherency' condition, we have added an endogenous selection rule to solve the incompleteness problem arising from multiplicity or absence of equilibrium. Our empirical results suggest that the three classical effects identified by Manski could potentially explain the observed correlation between the siblings' caregiving behaviour. Correlated effects alone appear to be weak. Contextual interactions and endogenous interactions reveal cross-effects. The asymmetric character of the endogenous interactions is our most striking result. The younger child's involvement appears to increase the net benefit of caregiving for the elder one, whereas the elder child's involvement decreases the net benefit of caregiving for the younger child. Copyright (c) 2009 John Wiley & Sons, Ltd.

  9. The Military-Entertainment Complex: A New Facet of Information Warfare

    Directory of Open Access Journals (Sweden)

    Adam Muir

    2003-01-01

    Full Text Available The second Gulf War will become synonymous with the emergence of fully-fledged information warfare where the military-entertainment complex has so influenced strategic and logistic possibilities that it becomes apparent that the war was waged as entertainment. This is entertainment not as an amusement or diversion but utilising the techniques and tropes of the burgeoning entertainment industry as a means to achieve military objectives. This paper offers a short history of the military-entertainment complex as reality and simulation become fused in the practices of the US military machine. The paper then briefly explores three central aspects of this phenomenon evident in recent developments: the military function of computer games; the role of the Hollywood scenario and the blurring between news and reality TV. Finally the suggestion is made that subverting, co-opting and reconstructing the military-entertainment complex provides new possibilities for alternative strategies of information warfare.

  10. Listening, Watching, and Reading: The Structure and Correlates of Entertainment Preferences

    Science.gov (United States)

    Rentfrow, Peter J.; Goldberg, Lewis R.; Zilca, Ran

    2010-01-01

    People spend considerable amounts of time and money listening to music, watching TV and movies, and reading books and magazines, yet almost no attention in psychology has been devoted to understanding individual differences in preferences for such entertainment. The present research was designed to examine the structure and correlates of entertainment genre preferences. Analyses of the genre preferences of over 3,000 individuals revealed a remarkably clear factor structure. Using multiple samples, methods, and geographic regions, data converged to reveal five entertainment-preference dimensions: Communal, Aesthetic, Dark, Thrilling, and Cerebral. Preferences for these entertainment dimensions were uniquely related to demographics and personality traits. Results also indicated that personality accounted for significant proportions of variance in entertainment preferences over and above demographics. The results provide a foundation for developing and testing hypotheses about the psychology of entertainment preferences. PMID:20649744

  11. Listening, watching, and reading: the structure and correlates of entertainment preferences.

    Science.gov (United States)

    Rentfrow, Peter J; Goldberg, Lewis R; Zilca, Ran

    2011-04-01

    People spend considerable amounts of time and money listening to music, watching TV and movies, and reading books and magazines, yet almost no attention in psychology has been devoted to understanding individual differences in preferences for such entertainment. The present research was designed to examine the structure and correlates of entertainment genre preferences. Analyses of the genre preferences of more than 3,000 individuals revealed a remarkably clear factor structure. Using multiple samples, methods, and geographic regions, data converged to reveal five entertainment-preference dimensions: Communal, Aesthetic, Dark, Thrilling, and Cerebral. Preferences for these entertainment dimensions were uniquely related to demographics and personality traits. Results also indicated that personality accounted for significant proportions of variance in entertainment preferences over and above demographics. The results provide a foundation for developing and testing hypotheses about the psychology of entertainment preferences. © 2011 The Authors. Journal of Personality © 2011, Wiley Periodicals, Inc.

  12. Laser entertainment and light shows in education

    Science.gov (United States)

    Sabaratnam, Andrew T.; Symons, Charles

    2002-05-01

    Laser shows and beam effects have been a source of entertainment since its first public performance May 9, 1969, at Mills College in Oakland, California. Since 1997, the Photonics Center, NgeeAnn Polytechnic, Singapore, has been using laser shows as a teaching tool. Students are able to exhibit their creative skills and learn at the same time how lasers are used in the entertainment industry. Students will acquire a number of skills including handling three- phase power supply, operation of cooling system, and laser alignment. Students also acquire an appreciation of the arts, learning about shapes and contours as they develop graphics for the shows. After holography, laser show animation provides a combination of the arts and technology. This paper aims to briefly describe how a krypton-argon laser, galvanometer scanners, a polychromatic acousto-optic modulator and related electronics are put together to develop a laser projector. The paper also describes how students are trained to make their own laser animation and beam effects with music, and at the same time have an appreciation of the operation of a Class IV laser and the handling of optical components.

  13. A general theory of comic entertainment

    DEFF Research Database (Denmark)

    Grodal, Torben Kragh

    2014-01-01

    The article claims that comic entertainment consists of five elements 1. priming of the comic events to come 2. some comic entertainment inputs that creates arousal 3. Entertainment-internal signals of the playful nature of the comic input 4. Appraisal processes in audience members that evaluate...... the input as 'not real but playful', 5. this leads to a change in hedonic tone, and arousal is combined with the release of endorphins (a morphine-based neurotransmitter) that makes the arousal pleasant. The theory of comic entertainment accords with the PECMA flow theory proposed in Grodal: Embodied...

  14. Learning from Commercial Entertainment Producers in Order to Create Entertainment Sex Education

    Science.gov (United States)

    McKee, Alan

    2017-01-01

    The "Girlfriend Guide to Life" was a commercial entertainment product co-edited by an entertainment producer and an academic researcher to reach 14-17-year olds with information they wanted to know about sexual health, in language, genres and designs that they wanted. Entertainment-Education is a familiar approach to distributing…

  15. 77 FR 45480 - Deductions for Entertainment Use of Business Aircraft

    Science.gov (United States)

    2012-08-01

    ... Part 1 [TD 9597] RIN 1545-BF34 Deductions for Entertainment Use of Business Aircraft AGENCY: Internal... Disallowance to Expenses The proposed regulations provide that the disallowance provisions are applied on a pro... applied to total expenses subject to disallowance on a pro rata basis. The final regulations include an...

  16. Market structures in arts and entertainment

    NARCIS (Netherlands)

    Boter, J.

    2005-01-01

    Marketing arts and entertainment is a challenge. Consumers may buy the same groceries every week, but when it comes to arts and entertainment, people usually want something different from last time. The result: a vast, constantly changing choice of books, cd's, movies, performances and shows to

  17. The Importance of Entertainment for Sexuality Education

    Science.gov (United States)

    McKee, Alan

    2012-01-01

    Researchers in sexuality education have tended to focus on formal schooling. However, young people learn about sexuality from a range of sources, including entertainment media. This is particularly important because young people actively seek out entertainment media. They do so because it gives them the kinds of information they want, in ways that…

  18. Beyond Pleasure: Exploring the Eudaimonic Entertainment Experience

    Science.gov (United States)

    Wirth, Werner; Hofer, Matthias; Schramm, Holger

    2012-01-01

    We examine the notion of eudaimonic entertainment during exposure to a sad but meaningful movie, using a new measure consisting of 5 dimensions derived from research on positive psychology. We, thereby, transfer the conception of eudaimonic well-being to the conception of entertainment. Results of a confirmatory factor analysis show that the 5…

  19. 77 FR 45520 - Reimbursed Entertainment Expenses

    Science.gov (United States)

    2012-08-01

    ... deduction for any expense for food, beverages, entertainment activities, or entertainment facilities to 50... some cases, truck drivers are paid wages and a per diem meals allowance by a company that leases the...(n) limitation applies to only one party. TLC was a leasing company that paid truck drivers a per...

  20. Learning Sports and Entertainment Marketing: "Apprentice" Style

    Science.gov (United States)

    Weidlich, Jon

    2008-01-01

    The sports and entertainment marketing program is a satellite program of Great Oaks Institute of Technology and Career Development in Cincinnati. Held in two area school districts, at Winton Woods High School and North College Hill High School, sports and entertainment marketing has been a popular choice for students for more than a decade. The…

  1. Communicating health information through the entertainment media

    National Research Council Canada - National Science Library

    Brodie, M; Foehr, U; Rideout, V; Baer, N; Miller, C; Flournoy, R; Altman, D

    2001-01-01

    ... is acquired, how long it is retained, and whether and how it affects behavior.3 None of the existing research on entertainment media has specifically investigated whether these programs can alter viewers' knowledge about health topics, whether health-related story lines can maintain viewers' interest, or whether ongoing entertainment programs can have any ...

  2. The Union Defence Force entertainment group in South Africa ...

    African Journals Online (AJOL)

    Abstract. "Give me a thousand men who are entertained, rather than ten thousand who have had no entertainment." - General Pershing. Keywords: South African concert parties; South African Entertainment Unit ...

  3. The Role of Cognitive and Affective Challenge in Entertainment Experience

    NARCIS (Netherlands)

    Bartsch, Anne; Hartmann, Tilo

    2017-01-01

    Recent approaches in entertainment research highlight the distinction between hedonic (pleasure-seeking) and eudaimonic (truth-seeking) entertainment experiences. However, insights into the underlying processes that give rise to these different types of entertainment experiences are still scarce.

  4. Information Interaction: Providing a Framework for Information Architecture.

    Science.gov (United States)

    Toms, Elaine G.

    2002-01-01

    Discussion of information architecture focuses on a model of information interaction that bridges the gap between human and computer and between information behavior and information retrieval. Illustrates how the process of information interaction is affected by the user, the system, and the content. (Contains 93 references.) (LRW)

  5. Electricity for the entertainment electrician & technician

    CERN Document Server

    Cadena, Richard

    2012-01-01

    Basic Electricity for the Entertainment Electrician will reinforce the fundamentals of electricity, power distribution, safety, and show you the latest technology on things like:* IGBTs* sine-wave dimming* all of the latest software applications (list to come)In the ever-changing entertainment technology field, this book will give you enough information to prepare you for a future in the industry or reinforce the practical experience you have already gained. If you understand the principles in this book, you will

  6. Interactive Distance Learning Effectively Provides Winning Sports Nutrition Workshops.

    Science.gov (United States)

    Ricketts, Jennifer; Hoelscher-Day, Sharon; Begeman, Gale; Houtkooper, Linda

    2001-01-01

    Interactive distance-education (n=226) and face-to-face (n=129) continuing education workshops for health care and education professionals on sports nutrition were evaluated immediately and after 6 months. The well-designed distance-education format was as effective and acceptable as face to face and increased sports nutrition knowledge. (SK)

  7. Framework for emotional mobile computation for creating entertainment experience

    Science.gov (United States)

    Lugmayr, Artur R.

    2007-02-01

    Ambient media are media, which are manifesting in the natural environment of the consumer. The perceivable borders between the media and the context, where the media is used are getting more and more blurred. The consumer is moving through a digital space of services throughout his daily life. As we are developing towards an experience society, the central point in the development of services is the creation of a consumer experience. This paper reviews possibilities and potentials of the creation of entertainment experiences with mobile phone platforms. It reviews sensor network capable of acquiring consumer behavior data, interactivity strategies, psychological models for emotional computation on mobile phones, and lays the foundations of a nomadic experience society. The paper rounds up with a presentation of several different possible service scenarios in the field of entertainment and leisure computation on mobiles. The goal of this paper is to present a framework and evaluation of possibilities of applying sensor technology on mobile platforms to create an increasing consumer entertainment experience.

  8. Polyelectrolyte biomaterial interactions provide nanoparticulate carrier for oral insulin delivery.

    Science.gov (United States)

    Reis, Catarina Pinto; Ribeiro, António J; Veiga, Francisco; Neufeld, Ronald J; Damgé, Christiane

    2008-02-01

    Nanospheres are being developed for the oral delivery of peptide-based drugs such as insulin. Mucoadhesive, biodegradable, biocompatible, and acid-protective biomaterials are described using a combination of natural polyelectrolytes, with particles formulated through nanoemulsion dispersion followed by triggered in situ gel complexation. Biomaterials meeting these criteria include alginate, dextran, chitosan, and albumin in which alginate/dextran forms the core matrix complexed with chitosan and albumin coat. Smaller size and higher albumin-based acid-protective formulation was orally administered to diabetic rats and glucose reduction and physiological response analyzed. Insulin encapsulation efficiency was 90, 82, and 66% for uncoated, chitosan-coated, and albumin-chitosan-coated alginate nanospheres, respectively. The choice of coating polymer seems to influence insulin release profile and to be crucial to prevent peptic digestion. Physiological response following oral delivery showed that insulin albumin-chitosan-coated alginate nanospheres reduced glycemia approximately 72% of basal values. Albumin serves as an important enteric coating providing acid- and protease protection enabling uptake of active drug following oral dosage.

  9. Human Pacman: A Mobile Augmented Reality Entertainment System Based on Physical, Social, and Ubiquitous Computing

    Science.gov (United States)

    Cheok, Adrian David

    This chapter details the Human Pacman system to illuminate entertainment computing which ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on infrastructure provided by mobile computing, wireless LAN, and ubiquitous computing. With Human Pacman, we have a physical role-playing computer fantasy together with real human-social and mobile-gaming that emphasizes on collaboration and competition between players in a wide outdoor physical area that allows natural wide-area human-physical movements. Pacmen and Ghosts are now real human players in the real world experiencing mixed computer graphics fantasy-reality provided by using the wearable computers on them. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide novel experiences of seamless transitions between the real and virtual worlds. This is an example of a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing.

  10. Delineating interpersonal communication networks: a study of the diffusion of an intervention among female entertainment workers in Shanghai, China.

    Science.gov (United States)

    Chen, Yiyun; Latkin, Carl; Celentano, David D; Yang, Xiushi; Li, Xiaoming; Xia, Guomei; Miao, Jia; Surkan, Pamela J

    2012-10-01

    Diffusion of innovation (DOI) is widely cited in the HIV behavior change literature; however there is a dearth of research on the application of DOI in interventions for sex workers. Following a randomized-controlled trial of HIV risk reduction among female entertainment workers (FEWs) in Shanghai, China, we used qualitative approaches to delineate potential interpersonal communication networks and contributing factors that promote diffusion of information in entertainment venues. Results showed that top-down communication networks from the venue owners to the FEWs were efficient for diffusion of information. Mammies/madams, who act as intermediaries between FEWs and clients form an essential part of FEWs' social networks but do not function as information disseminators due to a conflict of interest between safer sex and maximizing profits. Diffusion of information in large venues tended to rely more on aspects of the physical environment to create intimacy and on pressure from managers to stimulate communication. In small venues, communication and conversations occurred more spontaneously among FEWs. Information about safer sex appeared to be more easily disseminated when the message and the approach used to convey information could be tailored to people working at different levels in the venues. Results suggest that safer sex messages should be provided consistently following an intervention to further promote intervention diffusion, and health-related employer liability systems in entertainment venues should be established, in which employers are responsible for the health of their employees. Our study suggests that existing personal networks can be used to disseminate information in entertainment venues and one should be mindful about the context-specific interactions between FEWs and others in their social networks to better achieve diffusion of interventions.

  11. Narrative Generation in Entertainment: Using Artificial Intelligence Planning

    OpenAIRE

    George, Richard A

    2015-01-01

    From the field of artificial intelligence (AI) there is a growing stream of technology capable of being embedded in software that will reshape the way we interact with our environment in our everyday lives. This ‘AI software’ is often used to tackle more mundane tasks that are otherwise dangerous or meticulous for a human to accomplish. One particular area, explored in this paper, is for AI software to assist in supporting the enjoyable aspects of the lives of humans. Entertainment is one of ...

  12. Ghanaian Women Enter into Popular Entertainment | Collins ...

    African Journals Online (AJOL)

    This article discuses the problems faced by West African and particularly Ghanaian female popular performers and the various factors that have, since the 1960's led to increasing numbers of women entering the professional theatre and the commercial entertainment industry. The study examines the upsurge of female ...

  13. Moving educational role-play beyond entertainment

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    2010-01-01

    Educational role-play has long proved an effective tool for consultants trying to develop the skills that employees are using for performing certain job functions. However, while educational role-play often is presented as an entertaining means for learning, such insistence on making learning gam...

  14. 78 FR 46502 - Reimbursed Entertainment Expenses

    Science.gov (United States)

    2013-08-01

    ..., recreation, food, or beverages in performing services as an employee under a reimbursement or other expense... is a reimbursement of travel expenses for food and beverages that Y pays in performing services as an...) * * * (iv) Reimbursed entertainment, food, or beverage expenses--(A) Introduction. In the case of any...

  15. Entertainment Marketing. Occupational Competency Analysis Profile.

    Science.gov (United States)

    Ohio State Univ., Columbus. Vocational Instructional Materials Lab.

    This Occupational Competency Analysis Profile (OCAP) for entertainment marketing is an employer-verified competency list that evolved from a modified DACUM (Developing a Curriculum) job analysis process involving business, industry, labor, and community agency representatives throughout Ohio. The competency list consists of six units: (1) human…

  16. Ice Sheet System Model as Educational Entertainment

    Science.gov (United States)

    Perez, G.

    2013-12-01

    Understanding the importance of polar ice sheets and their role in the evolution of Sea Level Rise (SLR), as well as Climate Change, is of paramount importance for policy makers as well as the public and schools at large. For example, polar ice sheets and glaciers currently account for 1/3 of the SLR signal, a ratio that will increase in the near to long-term future, which has tremendous societal ramifications. Consequently, it is important to increase awareness about our changing planet. In our increasingly digital society, mobile and web applications are burgeoning venues for such outreach. The Ice Sheet System Model (ISSM) is a software that was developed at the Jet Propulsion Laboratory/CalTech/NASA, in collaboration with University of California Irvine (UCI), with the goal of better understanding the evolution of polar ice sheets. It is a state-of-the-art framework, which relies on higher-end cluster-computing to address some of the aforementioned challenges. In addition, it is a flexible framework that can be deployed on any hardware; in particular, on mobile platforms such as Android or iOS smart phones. Here, we look at how the ISSM development team managed to port their model to these platforms, what the implications are for improving how scientists disseminate their results, and how a broader audience may familiarize themselves with running complex climate models in simplified scenarios which are highly educational and entertaining in content. We also look at the future plans toward a web portal fully integrated with mobile technologies to deliver the best content to the public, and to provide educational plans/lessons that can be used in grades K-12 as well as collegiate under-graduate and graduate programs.

  17. Interactive Playgrounds for Children

    NARCIS (Netherlands)

    Poppe, Ronald Walter; van Delden, Robertus Wilhelmus; Moreno Celleri, Alejandro Manuel; Reidsma, Dennis; Nijholt, A.; Nijholt, Antinus

    Play is an important factor in the life of children. It plays a role in their cognitive, social, and physical development, and provides entertaining and fulfilling activities in itself. As with any field of human endeavor, interactive technology has a huge potential for transforming and enhancing

  18. Bowling: Entertainment for All Ages

    Science.gov (United States)

    McIntosh, Phyllis

    2011-01-01

    Of all American pastimes, bowling is one of the easiest to pursue. Just show up at the neighborhood bowling center, rent the required shoes, use the balls provided, and pay a reasonable fee to bowl as many games as one likes. The game itself--rolling a ball down a long wooden lane to strike club-shaped pins--appeals to all ages and is within the…

  19. Parent-healthcare provider interaction during peripheral vein cannulation with resistive preschool children.

    Science.gov (United States)

    Svendsen, Edel Jannecke; Moen, Anne; Pedersen, Reidar; Bjørk, Ida Torunn

    2016-03-01

    The aim of this study was to increase understanding of parent-healthcare provider interaction in situations where newly admitted preschool children resist peripheral vein cannulation. Parent-healthcare provider interaction represents an important context for understanding children's resistance to medical procedures. Knowledge about this interaction can provide a better understanding of how restraint is used and talked about. Symbolic interactionism informed the understanding of interaction. An exploratory, qualitative study was chosen because little is known about these interactions. During 2012-2013, 14 naturalistic peripheral vein cannulation -attempts with six newly hospitalized preschool children were video recorded. Eight parents/relatives, seven physicians and eight nurses participated in this study. The analytical foci of turn-taking and participant structure were used. The results comprised three patterns of interactions. The first pattern, 'parents supported the interaction initiated by healthcare providers', was a response to the children's expressed resistance and they performed firm restraint together. The second pattern, 'parents create distance in interaction with healthcare providers', appeared after failed attempts and had a short time span. Parents stopped following up on the healthcare providers' interaction and their restraint became less firm. In the third pattern, 'healthcare providers reorient in interaction', healthcare providers took over more of the restraint and either helped each other to continue the interaction or they stopped it. Knowledge about the identified patterns of interactions can help healthcare providers to better understand and thereby prepare both parents and themselves for situations with potential use of restraint. © 2015 John Wiley & Sons Ltd.

  20. 77 FR 65244 - In the Matter of Fearless International, Inc., Glassmaster Company, Global Entertainment Holdings...

    Science.gov (United States)

    2012-10-25

    ... COMMISSION In the Matter of Fearless International, Inc., Glassmaster Company, Global Entertainment Holdings... protection of investors require a suspension of trading in the securities of the above-listed companies... Interactive, Inc.; Order of Suspension of Trading October 23, 2012. It appears to the Securities and Exchange...

  1. Security of digital entertainment content from creation to consumption

    Science.gov (United States)

    Eskicioglu, Ahmet M.; Town, John; Delp, Edward J., III

    2001-12-01

    With the advent of digital technologies, many new market opportunities have emerged for content owners, content distributors, and consumer electronics/information technology industries. An essential requirement for developing a thriving marketplace is the protection of copyrighted content in digital form. There are four major stages in the delivery of content to the consumer: (1) capturing on digital media, (2) packaging, (3) distribution to home networks, and (4) transfer to the final audio/visual device within the home network. Entertainment content is of particular importance as it will be in high demand for many years to come. If an end-to-end security cannot be provided in a digital market, there would be no incentive for content creation. Lack of new supplies would result in detrimental effects for all the industries involved in the delivery chain. In this paper, we present the primary means of securing the entertainment content from creation to consumption in an attempt to understand the overall complexity of the problem.

  2. Pengaruh Entertainment, Irritating dan Informativeness Iklan di Website di Kalangan Mahasiswa

    Directory of Open Access Journals (Sweden)

    Edy Supriyadi

    2010-09-01

    Full Text Available There are several advantages and disadvantages and advertising via the Internet. The appeal of advertising may also arise from given information element, the element of comfort but also sometimes lead to disturbing or irritation elements. The limited number of Internet users in Indonesia and the different backgrounds of individual Internet users in Indonesia certainly provide a different assessment of the advertisements contained on the Internet. There are 3 factors which was the starting point to explain how consumers interpret the value of advertising, namely: informativeness, entertainment and irritation. This research aims to discover whether there is a relationship between entertainment, informativeness, and irritation toward advertising values and whether there is a relationship between entertainment and advertising values toward attitude towards web advertising using statistics tools of path analysis and multiple regression. The research shows that there is a significant relationship between independent variables such as informativeness, entertainment and irritation simultaneously toward the advertising value but there are no significant relationship between entertainment and informativeness toward the advertising value individually.  In the other model there is a significant relationship between informativeness, irritation and advertising values with the attitude towards web advertising.

  3. Taman Mini Indonesia Indah: Education or Entertainment?

    Directory of Open Access Journals (Sweden)

    Anak Agung Ayu Wulandari

    2013-04-01

    Full Text Available With combination of attractive appearance, taste, smell and sound, open air-museums can offer so many things to visitors; from educate to educate and entertain. Here, ‘edutainment’ concept starts to take place. The problem is there can be misconception between the creators and visitor’s perception. In this research, qualitative methodology, through  interviews to get information form creator’s perspective and visitor survey to get information form the visitors’ perspectives were conducted with Taman Mini Indonesia Indah as the case study. The findings show that there is still misconception about education and entertainment perceptions in Taman Mini. Taman Mini has strong educational purposes, but because of ack of attractive educational programs, lack of information and interpretation and no encouragement to participate in the educational programmes, visitors considered their visits as recreational, rather than educational. In relation with postmodern phenomenon, Taman Mini can be considered as postmodern and adopting ‘edutainment’ concept, but this concept has became blur and vague, thus Taman Mini now only famous as a recreation venue. 

  4. MOVING EDUCATIONAL ROLE-PLAY BEYOND ENTERTAINMENT

    Directory of Open Access Journals (Sweden)

    Thomas Duus Henriksen

    2010-11-01

    Full Text Available Educational role-play has long proved an effective tool for consultants trying to develop the skills that employees are using for performing certain job functions. However, while educational role-play often is presented as an entertaining means for learning, such insistence on making learning games more gamish seems to have an inhibiting effect on designing and thinking games beyond mere skill acquisition. By emphasising the role-play based process as a conflictual negotiation between distinctive categories of knowledge, this paper presents the explorative application of knowledge, while framing the facilitation of reflective processes as the key for transcending knowledge from the game’s context to that of the participants. While pointing towards the compatibility issues between current conceptions of learning games and the facilitation of reflective processes, the paper emphasises the need for thinking the learning game as a part of a didactic design, rather than something beneficial in itself.

  5. The mathematics of various entertaining subjects

    CERN Document Server

    Rosenhouse, Jason

    Volume 1 : The history of mathematics is filled with major breakthroughs resulting from solutions to recreational problems. Problems of interest to gamblers led to the modern theory of probability, for example, and surreal numbers were inspired by the game of Go. Yet even with such groundbreaking findings and a wealth of popular-level books exploring puzzles and brainteasers, research in recreational mathematics has often been neglected. The Mathematics of Various Entertaining Subjects brings together authors from a variety of specialties to present fascinating problems and solutions in recreational mathematics. Contributors to the book show how sophisticated mathematics can help construct mazes that look like famous people, how the analysis of crossword puzzles has much in common with understanding epidemics, and how the theory of electrical circuits is useful in understanding the classic Towers of Hanoi puzzle. The card game SET is related to the theory of error-correcting codes, and simple tic-tac-toe tak...

  6. Using interactive theatre to help fertility providers better understand sexual and gender minority patients.

    Science.gov (United States)

    Tarasoff, Lesley A; Epstein, Rachel; Green, Datejie C; Anderson, Scott; Ross, Lori E

    2014-12-01

    To determine the effectiveness of interactive theatre as a knowledge translation and exchange (KTE) method to educate assisted human reproduction (AHR) service providers about lesbian, gay, bisexual, trans and queer (LGBTQ) patients. We transformed data from the 'Creating Our Families' study, a qualitative, community-based study of LGBTQ peoples' experiences accessing AHR services, into a script for an interactive theatre workshop for AHR service providers. Based on forum theatre principles, our workshop included five scenes illustrating LGBTQ people interacting with service providers, followed by audience interventions to these scenes. Before and after the workshop, service providers completed surveys to assess their knowledge and comfort concerning LGBTQ patients, as well as the modality of the interactive theatre workshop as a KTE strategy. Wilcoxon signed-rank tests were used to determine changes in preworkshop and postworkshop knowledge and comfort scores. Thirty AHR service providers attended the workshop. Twenty-three service providers (76.7%) fully completed the preworkshop and postworkshop evaluation forms. Service providers' knowledge scores significantly improved after the workshop, while their comfort scores minimally decreased. Most agreed that the interactive workshop was an effective KTE method. In comparison with traditional forms of KTE, interactive theatre may be particularly effective in engaging service providers and addressing their attitudes towards marginalised patient populations. Although the evaluation results of our interactive workshop were mostly positive, the long-term impact of the workshop is unknown. Long-term evaluations are needed to determine the effectiveness of arts-based KTE efforts. Other considerations for developing effective arts-based KTE strategies include adequate funding, institutional support, attention to power dynamics and thoughtful collaboration with forum theatre experts. Published by the BMJ Publishing Group

  7. From Broadway to Classroom: Using Entertainment Media to Get Your Point across

    Science.gov (United States)

    Rieck, William; Dugger-Wadsworth, Donna

    2008-01-01

    Teachers today are more aware of differences in the way students learn and that a wide variety of strategies must be employed when teaching. Major musical films, when appropriately excerpted, can provide an entertaining and unique way of addressing valid instruction objectives in both the cognitive and affective domains. In this article, the…

  8. Not so moral moral responses to media entertainment?

    NARCIS (Netherlands)

    Hartmann, T.

    2011-01-01

    The present contribution comments Art Raney's article on the role of morality in emotional reactions to media entertainment. It dwells on Raney's distinction between pleasure-based versus appreciation-based media entertainment. On a normative level, Raney seems to favor appreciation-based media

  9. Organizing a Campus Seminar on Careers in Entertainment.

    Science.gov (United States)

    Walt Disney Productions, Anaheim, CA.

    Developed by Walt Disney Productions as part of a project granted by the Career Education Program of the Office of Education, this handbook is designed to help college and university fine arts departments in planning and carrying out an on-campus seminar on careers in entertainment. Sections include Why Hold a Seminar on Careers in Entertainment?,…

  10. Use of Sexuality-Focused Entertainment Media in Sex Education

    Science.gov (United States)

    Neustifter, Ruth; Blumer, Markie L. C.; O'Reilly, Jessica; Ramirez, Francisco

    2015-01-01

    The literature on the impact of entertainment media on sex education is typically pathology-focused, unclear regarding the effects of such usage, and void of dialogue between those who actually work in the areas of sexuality education and entertainment. To address this gap, this paper is the product of joint authorship between media figures from…

  11. Elevation in response to entertainment portrayals of moral virtue

    NARCIS (Netherlands)

    Oliver, M. B.; Hartmann, T.; Woolley, J.

    2012-01-01

    Media psychologists have long puzzled over how individuals can experience enjoyment from entertainment such as tragedies that often elicit profound feelings of sadness. The present research examines the idea that a focus on "meaningful" entertainment and affective responses identified as "elevation"

  12. Children's Expectations for Television Entertainment vs. Television News Events.

    Science.gov (United States)

    Reitzes, Katherine A.; White, Mary Alice

    1982-01-01

    Found that sixth- and eighth-grade children (1) predicted a greater proportion of positive outcomes for television entertainment events than for television news events and (2) rated news events as more likely to happen in everyday life than entertainment events. Concluded that children can discriminate between the two facets of television reality.…

  13. Maternal experience of interactions with providers among mothers with milk supply concern.

    Science.gov (United States)

    Flaherman, Valerie J; Hicks, Katherine G; Cabana, Michael D; Lee, Kathryn A

    2012-08-01

    Milk supply concern is the most common reason given by mothers for discontinuing breastfeeding. OBJECTIVES. To describe maternal experiences of interactions with health care providers related to milk supply. Ten focus groups (N = 56 participants) were conducted among mothers who had had milk supply concern in the first month after birth. Group sessions were audio-recorded, transcribed, coded, and analyzed to identify themes. Results. Interactions regarding milk supply concern evoked strong emotions, including gratitude, guilt, disappointment, and fear, and measurement of infant weight was frequently reported as a trigger for these emotions. Some mothers reported that experiencing "pressure" and "guilt" when providers emphasized exclusive breastfeeding led to suboptimal breastfeeding choices. Interactions with providers about milk supply concern evoke strong emotions among mothers. Providers should be aware that how they communicate routine advice regarding infant weight and formula may have unintended consequences, including discontinuation of breastfeeding.

  14. Negotiating substance use stigma: the role of cultural health capital in provider-patient interactions.

    Science.gov (United States)

    Chang, Jamie; Dubbin, Leslie; Shim, Janet

    2016-01-01

    Diverse aspects of life and lifestyles, including stigmatised attributes and behaviors are revealed as providers and patients discuss health. In this article, we examine how the stigma associated with substance use issues shapes clinical interactions. We use the theoretical framework of cultural health capital (CHC) to explain how substance use stigma is created, reinforced and sometimes negotiated as providers and patients engage in health interactions. We present two main findings using examples. First, two theoretical concepts--habitus and field--set the social position and expectations of providers and patients in ways that facilitate the stigmatisation of substance use. Second, we found both providers and patients actively exchanged CHC as a key strategy to reduce the negative effects of stigma. In some clinical encounters, patients possessed and activated CHC, providers acknowledged patient's CHC and CHC was successfully exchanged. These interactions were productive and mutually satisfying, even when patients were actively using substances. However, when CHC was not activated, acknowledged and exchanged, stigma was unchallenged and dominated the interaction. The CHC theoretical framework allows us to examine how the stigma process is operationalized and potentially even counteracted in clinical interactions. © 2015 Foundation for the Sociology of Health & Illness.

  15. Multiple genetic interaction experiments provide complementary information useful for gene function prediction.

    Directory of Open Access Journals (Sweden)

    Magali Michaut

    Full Text Available Genetic interactions help map biological processes and their functional relationships. A genetic interaction is defined as a deviation from the expected phenotype when combining multiple genetic mutations. In Saccharomyces cerevisiae, most genetic interactions are measured under a single phenotype - growth rate in standard laboratory conditions. Recently genetic interactions have been collected under different phenotypic readouts and experimental conditions. How different are these networks and what can we learn from their differences? We conducted a systematic analysis of quantitative genetic interaction networks in yeast performed under different experimental conditions. We find that networks obtained using different phenotypic readouts, in different conditions and from different laboratories overlap less than expected and provide significant unique information. To exploit this information, we develop a novel method to combine individual genetic interaction data sets and show that the resulting network improves gene function prediction performance, demonstrating that individual networks provide complementary information. Our results support the notion that using diverse phenotypic readouts and experimental conditions will substantially increase the amount of gene function information produced by genetic interaction screens.

  16. Review of pharmacological interactions of oral anticancer drugs provided at pharmacy department

    Directory of Open Access Journals (Sweden)

    E. Sánchez Gómez

    2014-07-01

    Full Text Available Abstract: Objective: To identify the pharmacologic interactions of oral anti-cancer drugs provided at an outpatient clinic. Material and methods: Anti-cancer drugs included in the Phamacotherapeutic Guideline of the Hospital were identified. A literature search was carried out on the pharmacologic interactions in MEDLINE® and EMBASE® (with the filer language English or Spanish, and the descriptors: “name of the anti-cancer drug” AND (“drug interactions” OR “pharmacokinetic”, Up-to-date®, MICROMEDEX® and the drug information sheet for the EMA and the FDA. Information was also gathered from the abstract presented to European and Spanish scientific meetings for the last 4 years. When an interaction was analyzed and had clinical relevance, the best pharmacotherapeutic interaction-free alternative was sought. Results: Twenty-three drugs were identified, of which Chlorambucil, Fludarabine, Lenalidomide, Melphalan, and Thalidomide were the active compounds with the lowest likelihood of producing a pharmacologic interaction. Tyrosine kinase inhibitors (particularly Erlotinib, Imatinib, Lapatinib, and Pazopanib are the drugs with highest number of pharmacologic interactions described, many of them with severe clinical consequences, with increases and decreases of the plasma levels of anti-cancer drugs. The active compounds identified that may have pharmacologic interactions with anticancer drugs were mainly: Allopurinol, Amiodarone, Carbamazepine, Dabigatran, Digoxin, Spironolactone, Phenytoin, Itraconazol, Repaglinide, Silodosin, Tamoxifen, Verapamil, and Warfarin. Pharmacologic interactions through the cytochrome P450 1A2, 2D6, 2C8, 2C9, 3A4 were the most important for tyrosine kinase inhibitors. Other non-pharmacologic compounds, with an important potential of producing relevant pharmacologic interaction were immunomodulators (Echinacea extracts and Hypericum perforatum. Conclusions: Oral anticancer drugs have numerous pharmacologic

  17. Sensors for the Senses: Meaning-making via self-active entertainment experiences

    Directory of Open Access Journals (Sweden)

    Anthony Brooks

    2015-08-01

    Full Text Available In his ACM Computers in Entertainment article, titled "Artist and Audience: Emerging the Nano-entertainment experience", the author posited on how Inhabited Information Spaces, created as core catalyst of research, may be questioned as a multisensory future virtual work of art. This themed Human-Computer Interaction for Entertainment contribution for the EAI INTETAIN 2015 conference builds upon the earlier work by questioning meaning making from such self-active entertainment experiences. Contextually, self-active relates to actor empowerment via ICT, whilst entertainment refers to HCI paradigms that are fun, engaging, and enjoyable. Conceptualizing, designing and realizing alternative digital media entertainment situations in stage performance, interactive installations and exhibitions at leading Museums for Modern Art, National and International major events, contributed to development of a sensor-based system conceived as a platform to investigate meaning making having societal impact beyond art. The system involves arrays of selectable sensor profiles mixed and matched according to requirements. Sensing of human input can be through worn (biosignal e.g. EEG, ECG, EMG, GSR, held, and/or non-worn sensors (volumetric, linear and planar interface profiles. Mapping of sourced human data is to a variety of digital content including art-based (music making, digital painting, lighting effects, video games, Virtual Reality and robotic devices. System adaptability promotes participant profile matching e.g. according to desired outcome. All ages and abilities are potential users. Preceding the commonly known camera-based game controllers such as EyeToy, Wii, and Kinect; the SoundScapes Virtual Interactive Space system has been used in institutes, hospitals and clinics to empower people with impairment to unconsciously push their limits of functionality via creative and playful expression. Rehabilitation is less mundane and boring, where variety of ICT

  18. "Delivering knowledge and advice": Healthcare providers' experiences of their interaction with patients' management of rheumatoid arthritis.

    Science.gov (United States)

    Bergsten, Ulrika; Bergman, Stefan; Fridlund, Bengt; Arvidsson, Barbro

    2011-01-01

    Rheumatic diseases are often chronic and involve a lifetime of suffering. The focus of rheumatology care is to support patients to manage their lives and master their disease. Healthcare providers and patients have different views on the consequences of living with rheumatic diseases and patients are reporting unmet healthcare needs. There is a need to integrate providers' perspective to develop the quality of rheumatology care. The aim was to explore healthcare providers' experiences of their interaction with patients in their management of RA. Interviews with 18 providers from different clinical settings were analysed in accordance with the grounded theory method. A core category; Delivering knowledge and advice was found to be the most important task and involved providing the patient with information about the disease and appropriate forms of treatment. Healthcare providers' attitudes and patients' responses influenced the outcome of the delivery of knowledge and advice and three dimensions emerged; completed delivery, adjusted delivery and failed delivery. There were differences in the providers' experiences in their interaction with patients as well as in reflections on their role as the delivering part. There could be difficulties in the interaction when patients' expectations and preferences were not taken into account when giving advice. These findings highlight the importance of developing rheumatology care, as no provider or patient benefits if the delivery of knowledge and advice becomes a failed delivery. The healthcare organization must acknowledge the difficulties involved in the interaction with patients in their management of RA and find methods to develop a more person-centred approach to care.

  19. Preface: Special issue: ten years of advances in computer entertainment

    NARCIS (Netherlands)

    Katayose, Haruhiro; Rauterberg, M; Reidsma, Dennis

    2014-01-01

    This special issue celebrates the 10th edition of the International Conference on Advances in Computer Entertainment (ACE) by collecting six selected and revised papers from among this year’s accepted contributions.

  20. The hands of Donald Trump: Entertainment, gesture, spectacle

    National Research Council Canada - National Science Library

    Kira Hall; Donna Meryl Goldstein; Matthew Bruce Ingram

    2016-01-01

    ... as comedic entertainment. We examine the ways that Trump's unconventional political style, particularly his use of gesture to critique the political system and caricature his opponents, brought momentum to his campaign by creating spectacle...

  1. 77 FR 50204 - Star Entertainment Group, Inc., Order of Suspension of Trading

    Science.gov (United States)

    2012-08-20

    ... COMMISSION Star Entertainment Group, Inc., Order of Suspension of Trading August 16, 2012. It appears to the... securities of Star Entertainment Group, Inc. (``Star Entertainment'') because of questions regarding the accuracy of the company's financial statements published with OTC Markets Group Inc. Star Entertainment's...

  2. MOVING EDUCATIONAL ROLE-PLAY BEYOND ENTERTAINMENT MOVING EDUCATIONAL ROLE-PLAY BEYOND ENTERTAINMENT

    Directory of Open Access Journals (Sweden)

    Thomas Duus Henriksen

    2010-11-01

    Full Text Available Educational role-play has long proved an effective tool for consultants trying to develop the skills that employees are using for performing certain job functions. However, while educational role-play often is presented as an entertaining means for learning, such insistence on making learning games more gamish seems to have an inhibiting effect on designing and thinking games beyond mere skill acquisition. By emphasising the role-play based process as a conflictual negotiation between distinctive categories of knowledge, this paper presents the explorative application of knowledge, while framing the facilitation of reflective processes as the key for transcending knowledge from the game’s context to that of the participants. While pointing towards the compatibility issues between current conceptions of learning games and the facilitation of reflective processes, the paper emphasises the need for thinking the learning game as a part of a didactic design, rather than something beneficial in itself.Educational role-play has long proved an effective tool for consultants trying to develop the skills that employees are using for performing certain job functions. However, while educational role-play often is presented as an entertaining means for learning, such insistence on making learning games more gamish seems to have an inhibiting effect on designing and thinking games beyond mere skill acquisition. By emphasising the role-play based process as a conflictual negotiation between distinctive categories of knowledge, this paper presents the explorative application of knowledge, while framing the facilitation of reflective processes as the key for transcending knowledge from the game’s context to that of the participants. While pointing towards the compatibility issues between current conceptions of learning games and the facilitation of reflective processes, the paper emphasises the need for thinking the learning game as a part of a didactic

  3. Effectively selling astronomy to the public -- fusing lessons learned from education, entertainment, advertising and public relations

    Science.gov (United States)

    Pallone, Arthur; Day, Jacque

    2010-03-01

    A great celestial story is only as effective as the teller of the tale. With passion and knowledge at the helm, we must search for ways to pass on enthusiasm to others while conveying sound science. Based on our experiences, we present an integrated approach -- one that borrows elements from education, entertainment, advertising, and public relations -- to choose an event, hook and keep the public's attention while making them want more, and provide some tips for increasing media presence.

  4. Providing Interactive Access to Cave Geology for All Students, Regardless of Physical Ability

    Science.gov (United States)

    Atchison, C. `; Stredney, D.; Hittle, B.; Irving, K.; Toomey, R. S., III; Lemon, N. N.; Price, A.; Kerwin, T.

    2013-12-01

    Based on an identified need to accommodate students with mobility impairments in field-based instructional experiences, this presentation will discuss current efforts to promote participation, broaden diversity, and impart a historical perspective in the geosciences through the use of an interactive virtual environment. Developed through the integration of emerging simulation technologies, this prototypical virtual environment is created from LIDAR data of the Historic Tour route of Mammoth Cave National Park. The educational objectives of the simulation focus on four primary locations within the tour route that provide evidence of the hydrologic impact on the cave and karst formation. The overall objective is to provide a rich experience of a geological field-based learning for all students, regardless of their physical abilities. Employing a virtual environment that interchangeably uses two and three-dimensional representation of geoscience content, this synthetic field-based cave and karst module will provide an opportunity to assess the effectiveness in engaging the student community, and its efficacy in the curriculum when used as an alternative representation of a traditional field experience. The expected outcome is that based on the level of interactivity, the simulated environment will provide adequate pedagogical representation for content transfer without the need for physical experience in the uncontrolled field environment. Additionally, creating such an environment will impact all able-bodied students by providing supplemental resources that can both precede a traditional field experience and allow for students to re-examine a field site long after a the field experience, in both current formal and informal educational settings.

  5. Heavy Sexual Content Versus Safer Sex Content: A Content Analysis of the Entertainment Education Drama Shuga.

    Science.gov (United States)

    Booker, Nancy Achieng'; Miller, Ann Neville; Ngure, Peter

    2016-12-01

    Extremely popular with Kenyan youth, the entertainment-education drama Shuga was designed with specific goals of promoting condom use, single versus multiple sexual partners, and destigmatization of HIV. Almost as soon as it aired, however, it generated controversy due to its extensive sexual themes and relatively explicit portrayal of sexual issues. To determine how safer sex, antistigma messages, and overall sexual content were integrated into Shuga, we conducted a content analysis. Results indicated that condom use and HIV destigmatization messages were frequently and clearly communicated. Negative consequences for risky sexual behavior were communicated over the course of the entire series. Messages about multiple concurrent partnerships were not evident. In addition, in terms of scenes per hour of programming, Shuga had 10.3 times the amount of sexual content overall, 8.2 times the amount of sexual talk, 17.8 times the amount of sexual behavior, and 9.4 times the amount of sexual intercourse as found in previous analysis of U.S. entertainment programming. Research is needed to determine how these factors may interact to influence adolescent viewers of entertainment education dramas.

  6. Providing Access to Census-based Interaction Data in the UK: That's WICID!

    Directory of Open Access Journals (Sweden)

    John Stillwell

    2006-08-01

    Full Text Available The Census Interaction Data Service (CIDS is funded by the Economic and Social Research Council in the UK to provide access for social science researchers and students to the detailed migration and journey-to-work statistics that are collected by the national statistical agencies. These interaction data sets are known collectively as the Special Migration Statistics (SMS and the Special Workplace Statistics (SWS. This paper outlines how problems of user access to these data have been tackled through the development of a web-based system known as WICID (Web-based Interface to Census Interaction Data. The paper illustrates various interface features including some of the query building facilities that enable users to extract counts of flows of particular groups of individuals between selected origin and destination areas. New tools are outlined for assisting area selection using digital maps of census geographies, for planning output and for adding value to the data through analysis. Mapping of flows of migrants between London boroughs and the rest of the UK demonstrates the value of the data. The paper begins with a summary of the data sets that are contained within the system and an outline of the system architecture.

  7. Copycat Suicide Induced by Entertainment Celebrity Suicides in South Korea

    Science.gov (United States)

    Jang, Soo Ah; Sung, Ji Min; Park, Jin Young

    2016-01-01

    Objective Throughout the past several years, there have been a number of entertainment celebrity suicides in South Korea. The aim of this study was to investigate the clustering of suicides following celebrities' suicides in South Korea from 2005 to 2008, particularly according to certain characteristics. Methods Seven celebrity suicides were examined and defined using the Korean Integrated Newspaper Database System (KINDS) and from these, we considered four affected periods occurring 28 days after each celebrity's suicide. A Poisson time-series autoregression model was used to estimate the relative risk of the total suicide number for each affected period from 2005 to 2008. Logistic regression analysis was performed to investigate whether there were specific increases in the numbers of suicides in subgroups matching each celebrity. Results There were significant increases in the risk of suicide during the affected periods. Remarkable increases were found in the subgroups matching each celebrity, especially in the group in which all factors (sex, age, and method) were similar. Conclusion This study provides confirmation that a significant copycat effect was induced by these celebrities' suicides, especially among people who identified more with the celebrities. This implies that countermeasures for upright media coverage of celebrity suicides should be discussed and practiced properly in South Korea. PMID:26766949

  8. Copycat Suicide Induced by Entertainment Celebrity Suicides in South Korea.

    Science.gov (United States)

    Jang, Soo Ah; Sung, Ji Min; Park, Jin Young; Jeon, Woo Taek

    2016-01-01

    Throughout the past several years, there have been a number of entertainment celebrity suicides in South Korea. The aim of this study was to investigate the clustering of suicides following celebrities' suicides in South Korea from 2005 to 2008, particularly according to certain characteristics. Seven celebrity suicides were examined and defined using the Korean Integrated Newspaper Database System (KINDS) and from these, we considered four affected periods occurring 28 days after each celebrity's suicide. A Poisson time-series autoregression model was used to estimate the relative risk of the total suicide number for each affected period from 2005 to 2008. Logistic regression analysis was performed to investigate whether there were specific increases in the numbers of suicides in subgroups matching each celebrity. There were significant increases in the risk of suicide during the affected periods. Remarkable increases were found in the subgroups matching each celebrity, especially in the group in which all factors (sex, age, and method) were similar. This study provides confirmation that a significant copycat effect was induced by these celebrities' suicides, especially among people who identified more with the celebrities. This implies that countermeasures for upright media coverage of celebrity suicides should be discussed and practiced properly in South Korea.

  9. Entertainment in View of Politicians in Ancient Greece and Rome

    Directory of Open Access Journals (Sweden)

    Valdas Pruskus

    2012-01-01

    Full Text Available The article discloses the cultural and social conditions of the entertainment phenomenon in Ancient Greece and Rome and the attitude of the authorities to it. The appearance of entertainment is closely related to the worship of cult of Gods. It is shown that the Romans being more materialistic and pragmatic paid less attention to spiritual entertainment than Greeks who fostered dramatic performances. Greek rulers and noblemen saw relaxational and educational function of the entertainment and also considered it as reducing tension and promoting solidarity. However, they did not intrude into its practical organization and had only a monitoring position, whereas the Romans were more interested in daily life and its bodily pleasures. Accordingly in recreational activities – games there dominated the spirit of competition, especially the gladiators games, which were bloody and cruel, but heated passions of spectators whose majority was comprised of plebs. There is shown that the authorities considered the entertainment as an effective tool to reach political aims, especially for gaining the support of commons in various elections, so they financed gladiators’ performances generously.This tradition is still topical in the flow of years. These days it has become the constituent part of the political marketing.

  10. Games and Entertainment in Ambient Intelligence Environments

    NARCIS (Netherlands)

    Nijholt, Antinus; Reidsma, Dennis; Poppe, Ronald Walter; Aghajan, H.; López-Cózar Delgado, R.; Augusto, J.C.

    2009-01-01

    In future ambient intelligence (AmI) environments we assume intelligence embedded in the environment and its objects (floors, furniture, mobile robots). These environments support their human inhabitants in their activities and interactions by perceiving them through sensors (proximity sensors,

  11. Entertainment nature of modern television: prospects and trends

    Directory of Open Access Journals (Sweden)

    Андрій Олександрович Недо

    2016-04-01

    Full Text Available This article describes trends of the development of entertainment television in Ukraine as westernization, McDonaldization, tabloidization, development of post-show. Westernization is viewed as the process of borrowing commercial formats of entertainment shows from the US and Western Europe. McDonaldization is considered as a process of simplifying program formats. Tabloidization is shown as a process of manipulating the viewer’s attention through lively and provocative announcements of programs. Development of post-show is covered as a process of creating programs that supplement reality shows

  12. Entertainment as a Form of Communication: Concepts and Social Functions

    Directory of Open Access Journals (Sweden)

    Valdas Pruskus

    2013-04-01

    Full Text Available The article deals with the phenomenon of the entertainment. Entertainment is perceived as one of the effective forms of communication stimulating the socialization of the individual in the society. There are presented the definitions of that phenomenon given by the representatives of different sciences (psychologists, sociologists, and researchers of culture. The variety, the difficulties of its classification and possibilities are also discussed in the article. There are analysed its kinds and peculiarities and disclosed the main social functions (recreational, cognitive, educational, communicational, representative, its role in life of individual and society. 

  13. Interaction studies between periplasmic cytochromes provide insights into extracellular electron transfer pathways of Geobacter sulfurreducens.

    Science.gov (United States)

    Fernandes, Ana P; Nunes, Tiago C; Paquete, Catarina M; Salgueiro, Carlos A

    2017-02-20

    Geobacter bacteria usually prevail among other microorganisms in soils and sediments where Fe(III) reduction has a central role. This reduction is achieved by extracellular electron transfer (EET), where the electrons are exported from the interior of the cell to the surrounding environment. Periplasmic cytochromes play an important role in establishing an interface between inner and outer membrane electron transfer components. In addition, periplasmic cytochromes, in particular nanowire cytochromes that contain at least 12 haem groups, have been proposed to play a role in electron storage in conditions of an environmental lack of electron acceptors. Up to date, no redox partners have been identified in Geobacter sulfurreducens, and concomitantly, the EET and electron storage mechanisms remain unclear. In this work, NMR chemical shift perturbation measurements were used to probe for an interaction between the most abundant periplasmic cytochrome PpcA and the dodecahaem cytochrome GSU1996, one of the proposed nanowire cytochromes in G. sulfurreducens The perturbations on the haem methyl signals of GSU1996 and PpcA showed that the proteins form a transient redox complex in an interface that involves haem groups from two different domains located at the C-terminal of GSU1996. Overall, the present study provides for the first time a clear evidence for an interaction between periplasmic cytochromes that might be relevant for the EET and electron storage pathways in G. sulfurreducens. © 2017 The Author(s); published by Portland Press Limited on behalf of the Biochemical Society.

  14. Marketing Violent Entertainment to Children: A Six-Month Follow-Up Review of Industry Practices in the Motion Picture, Music Recording & Electronic Game Industries. A Report to Congress.

    Science.gov (United States)

    Federal Trade Commission, Washington, DC.

    In September 2000, the Federal Trade Commission issued a report on marketing violent entertainment to children. The Commission found that all three segments of the entertainment industry intentionally promoted products to children that warranted parental cautions. This report provides a look at the advertising practices to see if the industries…

  15. Arts and Entertainment Career Conference. Walt Disney Studios. Final Project Performance Report, July 31, 1978-July 31, 1979.

    Science.gov (United States)

    Walt Disney Productions, Anaheim, CA.

    The intention of a project was (1) to encourage college and university deans and heads of performing arts departments to hold an Arts and Entertainment Career Seminar on their own compus for faculty and performing arts majors and (2) to provide these institutions with written and visual materials for such a seminar. Two conferences were held, one…

  16. The Mass Media of Entertainment and Human Survival.

    Science.gov (United States)

    Gorney, Roderic; Steele, Gary

    Urgently needed for human survival is a means of influencing large numbers of people to put into rapid action measures which could neutralize such menances as pollution, overpopulation, and violence. Though the cumulative effect of the mass media is not fully established, media entertainment may be the most influential institution in our society.…

  17. Viewership and Listenership of Health – Related Entertainment ...

    African Journals Online (AJOL)

    The study investigated the viewer-ship and listener-ship of health–related Entertainment-Education (EE) programmes among women in Lagos State, Nigeria. Using a multi-stage sampling technique, 408 women were sampled from Lagos State and a combination of structured questionnaire and interview schedule methods ...

  18. Thomas Alva Edison-Contributions to Entertainment and ...

    Indian Academy of Sciences (India)

    Home; Journals; Resonance – Journal of Science Education; Volume 5; Issue 1. Thomas Alva Edison - Contributions to Entertainment and Communications. K D Pavate. General Article Volume 5 Issue 1 January 2000 pp 71-75. Fulltext. Click here to view fulltext PDF. Permanent link:

  19. Why do fans attend world Wrestling Entertainment? | Kruger | South ...

    African Journals Online (AJOL)

    This research examined the travel motives of South African World Wrestling Entertainment (WWE) fans at a live Smackdown event in July 2011, which was part of the WWE's world tour. Based on these motives, different market segments at the events were identified and profiled. This was the first time that the motives of ...

  20. Voor dik & dun: de moeizame balans tussen Entertainment en Education

    NARCIS (Netherlands)

    Mutsaers, K.; Renes, R.J.; Woerkum, van C.M.J.

    2007-01-01

    This study examined the development and effects of the documentary series Voor dik & dun. The series was based on the Entertainment-Education (E&E) strategy and aimed to contribute to the prevention of overweight. Data were collected by means of three perspectives: (television- and health

  1. Preface: Special issue on advances in computer entertainment

    NARCIS (Netherlands)

    Nijholt, Antinus; Romão, T.; Romão, Teresa; Cheok, Adrian D.; Cheok, A.D.

    2013-01-01

    This special issue of the International Journal of Creative Interfaces and Computer Graphics contains a selection of papers from ACE 2012, the 9th International Conference on Advances in Computer Entertainment (Nijholt et al., 2012). ACE is the leading scientific forum for dissemination of

  2. Meaning in life as a source of entertainment

    NARCIS (Netherlands)

    van Delden, Robertus Wilhelmus; Reidsma, Dennis; Katayose, Haruhiro; Nijholt, Antinus

    2013-01-01

    In this paper we mean to introduce into the field of entertainment computing an overview of insights concerning fundamental human needs. Researchers such as Hassenzahl and Desmet, discuss design approaches based on psychological insights from various and varied sources. We collect these and expand

  3. 22 CFR 41.56 - Athletes, artists and entertainers.

    Science.gov (United States)

    2010-04-01

    ... 22 Foreign Relations 1 2010-04-01 2010-04-01 false Athletes, artists and entertainers. 41.56 Section 41.56 Foreign Relations DEPARTMENT OF STATE VISAS VISAS: DOCUMENTATION OF NONIMMIGRANTS UNDER THE IMMIGRATION AND NATIONALITY ACT, AS AMENDED Business and Media Visas § 41.56 Athletes, artists and...

  4. Examining Participation of University Students in Recreational Entertainment Marketing Activities

    Science.gov (United States)

    Pala, Adem

    2016-01-01

    The aim of this study was to examine participation of university students in recreational entertainment marketing activities. The survey population consisted of university student in Marmara University Province of Istanbul. The sample constituted a total of 272 students (150 male and 122 female), determined by circumstantial method. The survey…

  5. Football on television: technological evolution and entertainment language

    Directory of Open Access Journals (Sweden)

    Igor José Siquieri Savenhago

    2011-04-01

    Full Text Available The first broadcast of a World Cup footballon television, to Brazil was in 1970, via Embratel. Before that, the people followed the games of the Brazilian team on the radio. Gradually, the owners of television networks realized that football could generate good financial results, with the exposing of advertisements during the broadcasts, similar to what was already done on the radio. Thus, the television, focused on the growth of audience and number of advertisers, covered football with a language of entertainment. The narration of the matches, in which the figure of the narrator is more like that of an entertainer, and improvement of the transmission technologies that improve the image quality every day, take away from football the characteristic of being just a sport to occupy the place of an entertainment. In this context, the sport becomes an article of purchase and sale. The purpose of this study is to demonstrate how this entertainment language was made up on Brazilian television, based on the broadcast sports, especially football, and like the television, which represented a technological leapin the country over the radio, assumed of the sport, country’s most popular as a commodity, interfering with the dynamics of Brazilian society. Finally, an attempt to understand how the researches that allow a technological development change behaviors and vice versa, that is, how the demands of society lead to a race to develop new technologies.

  6. ENTERTAINMENT SERVICES IN RURAL AREAS – PART OF TOURISM ACTIVITIES

    Directory of Open Access Journals (Sweden)

    Dionisie Marian TURCU

    2014-04-01

    Full Text Available The work aims to highlight the niche forms of tourism (active tourism and ecotourism, showing similarities and differences between them. However it argues the need to introduce the occupation of rural tourism entertainer, showing the main tasks incumbent upon it to organize leisure tourists. The research was conducted by studying the latest articles in the field and by consulting specific websites.

  7. TV Entertainment, News, and Racial Perceptions of College Students.

    Science.gov (United States)

    Armstrong, G. Blake; And Others

    1992-01-01

    Shows that greater exposure to TV entertainment content is associated with beliefs that African Americans enjoy a relatively higher socioeconomic positions with respect to average income, social class, and educational achievement, whereas higher exposure to TV news was associated with perceptions that, in comparison with whites, African Americans…

  8. Travel, speed and entertainment in cinema territories and aviation

    Directory of Open Access Journals (Sweden)

    João Luís Jesus Fernandes

    2016-02-01

    Full Text Available Book review and critical reading of a book that crosses cinema and the aviation transport, a work that understands the latter as a territory of cinema diffusion. The films shown in the aircraft are designed to entertain the passengers, keep them calm, but also to promote marketing campaigns and lifestyles.

  9. 18 CFR 706.202 - Gifts, entertainment, and favors.

    Science.gov (United States)

    2010-04-01

    ... 18 Conservation of Power and Water Resources 2 2010-04-01 2010-04-01 false Gifts, entertainment, and favors. 706.202 Section 706.202 Conservation of Power and Water Resources WATER RESOURCES COUNCIL... loans from banks or other financial institutions on customary terms to finance proper and usual...

  10. The Language of Entertainment News Is a Serious Business

    Science.gov (United States)

    Marjanovic, Tatjana

    2013-01-01

    An essentially qualitative structural and semantic analysis is performed on the text of an "American Idol" coverage posted on yahoo.com January 24, 2013, constituting a micro-corpus of 2,739 words. Since such stories feature entertainment laced with a shot of drama and scandal, most of us share similar expectations as to what packaging…

  11. Community Structure in Methanogenic Enrichments Provides Insight into Syntrophic Interactions in Hydrocarbon-Impacted Environments

    DEFF Research Database (Denmark)

    Fowler, Jane; Toth, Courtney R. A.; Gieg, Lisa M.

    2016-01-01

    -impacted environments. In this study, a methanogenic crude oil-degrading enrichment culture was successively transferred onto the single long chain fatty acids palmitate or stearate followed by their parent alkanes, hexadecane or octadecane, respectively, in order to assess the impact of different substrates......, indicate that many syntrophic interactions are stable over time despite changes in substrate pressure, and show that syntrophic interactions amongst bacteria themselves are as important as interactions between bacteria and methanogens in complex methanogenic communities....

  12. 75 FR 71458 - Warner Brothers Entertainment, Inc., Warner Brothers Theatrical Enterprises, Including Workers of...

    Science.gov (United States)

    2010-11-23

    ... Brothers Distributing, Inc., Warner Brothers Home Entertainment, Inc., Warner Brothers Studio Enterprises, Inc., Warner Brothers Pictures, Warner Brothers Pictures International, Warner Brothers Studio...., Warner Brothers Home Entertainment, Inc., Warner Brothers Studio Enterprises, Inc., Warner Brothers...

  13. Promoting Prosocial Beliefs And Behavior Toward People With Disabilities In Nepal Through A Children’s Entertainment-Education Program

    Directory of Open Access Journals (Sweden)

    William J Brown

    2011-10-01

    Full Text Available PurposeThis quasi-experimental field study examines the prosocial influences of a children's entertainment-education television programme, Khushi Ko Sansar, on children’s beliefs and intended behaviour towards people with disabilities in Nepal.MethodPre-test and post-test survey data were gathered from 357 Nepali children from nine communities that took part in the study. The children were shown two television episodes in which the star of the programmes, a dog named Khush, befriends and visits people with disabilities.ResultsPost-test results show that children developed strong identification with Khush and adopted his prosocial beliefs and behaviour towards people with disabilities.ConclusionsThe authors conclude that the entertainment-education television programme, Khushi Ko Sansar, provided a positive role model for children who encounter people with disabilities. Implications of these findings suggest that entertainment-education media can improve the treatment of people with disabilities and can promote beneficial health beliefs and practices.Key words: Children’s television, entertainment-education, Nepal, people with disabilities, role modelsdoi 10.5463/DCID.v22i2.33 

  14. Androids: application of EAP as artificial muscles to entertainment industry

    Science.gov (United States)

    Hanson, David F.; Pioggia, Giovanni; Bar-Cohen, Yoseph; De Rossi, Danilo

    2001-07-01

    The classic movie Metropolis (1926), which is nowadays considered a cinema milestone, has shown the possibility to build robots called androids that are science and fiction run together to realize a dream: the human-like robot. In that movie, Dr. Rotwang transforms a simple and cold calculating robot into the body of a beautiful woman. Robots have often been depicted as metal creatures with cold steel bodies, but there is no reason why metals should be the only kind of material for construction of robots. The authors examined the issues related to applying electroactive polymers materials (EAP) to the entertainment industry. EAP are offering attractive characteristics with the potential to produce more realistic models of living creatures at significantly lower cost. This paper seeks to elucidate how EAP might infiltrate and ultimately revolutionize entertainment, showing some applicative examples.

  15. Androids: application of EAP as artificial muscles to entertainment industry

    Science.gov (United States)

    Hanson, D.; Pioggia, G.; Bar-Cohen, Yoseph; de Rossi, D.

    2001-01-01

    The classic movie Metropolis (1926), which is nowadays considered a cinema milestone, has shown the possibility to build robots called androids that are science and fiction run together to realize a dream: the human-like robot. In that movie, Dr. Rotwang transforms a simple and cold calculating robot into the body of a beautiful woman. Robots have often been depicted as metal creatures with cold steel bodies, but there is no reason why metals should be the only kind of material for construction of robots. The authors examined the issues related to applying electroactive polymers materials (EAP) to the entertainment industry. EAP are offering attractive characteristics with the potential to produce more realistic models of living creatures at significantly lower cost. This paper seeks to elucidate how EAP might infiltrate and ultimately revolutionize entertainment, showing some applicative examples.

  16. Compositional Model-Based Sketch Generator in Facial Entertainment.

    Science.gov (United States)

    Zhang, Mingjin; Li, Jie; Wang, Nannan; Gao, Xinbo

    2017-02-14

    Face sketch synthesis (FSS) plays an important role in facial entertainment, which includes face sketch morphing among two styles, multiview FSS and face sketch expression manipulation. For facial entertainment, most existing FSS methods generate sketches with over-smoothing effects, i.e., fine details are suppressed more or less. In this paper, we propose a face sketch generator based on the compositional model to handle this issue. It decomposes a face into different components instead of patches as before, and each component has several candidate templates. Multilevel B-spline approximation is utilized to delicately polish the chosen templates of all components. To fuse these components, Poisson blending is employed instead of the weighted average operator. The proposed compositional method crucially reduces the high frequency loss and improves the synthesis performance in comparison to the state-of-the-art methods. Experiments on face sketch morphing, expression manipulation, and multiview FSS, make further efforts to demonstrate the effectiveness of the proposed method.

  17. Relating personality types with user preferences in multiple entertainment domains

    OpenAIRE

    Cantador, Iván; Fernández-Tobías, Ignacio; Bellogín, Alejandro

    2013-01-01

    Also published online by CEUR Workshop Proceedings (CEUR-WS.org, ISSN 1613-0073)  Late-Breaking Results, Project Papers and Workshop Proceedings of the 21st Conference on User Modeling, Adaptation, and Personalization, UMAP 2013 We present a preliminary study on the relations between personality types and user preferences in multiple entertainment domains, namely movies, TV shows, music, and books. We analyze a total of 53,226 Facebook user profiles composed of both personality...

  18. Hollywood on tobacco: how the entertainment industry understands tobacco portrayal.

    Science.gov (United States)

    Shields, D L; Carol, J; Balbach, E D; McGee, S

    1999-01-01

    To determine how people in the California-based entertainment industry think about the portrayal of tobacco use in movies and on television. Specifically, to explore who decides when to include tobacco in a project; how that decision is made; what issues are considered; what messages are intended; whether and how the issue of second-hand smoke is considered; and what advocacy methods might be useful in influencing future decisions about tobacco portrayal. Qualitative in-depth interviews of entertainment industry personnel,with a semi-structured interview protocol to guide the interview. 54 subjects drawn from a convenience sample of writers, actors, directors, producers, studio executives, and others involved in the film industry. Hollywood is heterogeneous with varying perspectives on rates of tobacco use portrayal; intentionality of the decision to use and the necessity to portray tobacco use; and its degree of acceptance of responsibility for influencing societal smoking. Tobacco depiction may originate with the writer, actor, or director and is included most frequently to elucidate character or portray reality. On-camera smoking is influenced by actors' off-camera tobacco use. The research presented can help advocates better understand the norms and values of those working within the entertainment industry and thereby assist them in creating more effective change strategies.

  19. Few Ramachandran Angle Changes Provide Interaction Strength Increase in Aβ42 versus Aβ40 Amyloid Fibrils

    Science.gov (United States)

    Bastidas, Oscar H.; Green, Benjamin; Sprague, Mary; Peters, Michael H.

    2016-11-01

    The pathology of Alzheimer’s disease can ultimately be traced to the increased aggregation stability of Aβ42 peptides which possess two extra residues (Ile 41 & Ala 42) that the non-pathological strain (Aβ40) lacks. We have found Aβ42 fibrils to exhibit stronger energies in inter-chain interactions and we have also identified the cause for this increase to be the result of different Ramachandran angle values in certain residues of the Aβ42 strain compared to Aβ40. These unique angle configurations result in the peptide planes in the fibril structures to be more vertical along the fibril axis for Aβ42 which thus reduces the inter-atomic distance between interacting atoms on vicinal peptide chains thereby increasing the electrostatic interaction energies. We lastly postulate that these different Ramachandran angle values could possibly be traced to the unique conformational folding avenues sampled by the Aβ42 peptide owing to the presence of its two extra residues.

  20. Successful approaches. Educating through entertainment, theatre and AIDS.

    Science.gov (United States)

    1996-01-01

    The South Pacific Commission (SPC) has published a booklet about how young people in theater and drama entertain and educate the community about AIDS, help development efforts, and develop the youth's creativity and self-esteem. The most successful theater troupes in the Pacific are Wan Smolbag in Vanuatu and Youth to Youth in Health in the Marshall Islands. Such groups are an effective means of communicating messages about AIDS to youth. The involvement of youth in all aspects of the production of theater fosters self-confidence and -esteem and affords them an opportunity to learn about development issues affecting their lives and the welfare of their communities. Wan Smolbag's role has expanded from community-based theater to community and social development work. The UK has provided assistance for a three-year project for Wan Smolbag to help set up theater groups in other Pacific Island countries. SPC's AIDS program's Small Grants Project has contributed funds to foster the skills of youth working in theater to Women's Action for Change in Fiji, the Sei Group of the Solomon Islands Development Trust, and Malabo theater group in Papua New Guinea (PNG). The grant made to Malabo allowed the group to tour the provinces to spread the message about AIDS. A question and answer session led by troupe members and/or a health worker follows each performance. Theater is most likely the only way of communicating with PNG's population since there are more than 800 languages and illiteracy is common. Wan Smolbag conducted workshops for health workers and high school students at the South Pacific Arts Festival in the Cook Islands in 1992. These Wan Smolbag-led workshops resulted in a video production entitled Fading Away. This video has since been used to increase knowledge about some AIDS-related issues. Wan Smolbag/SPC video Like Any Other Lovers still wins world recognition as an effective tool for AIDS education. The next South Pacific Arts Festival is scheduled for

  1. Providing Competency Training to Clinical Supervisors through an Interactional Supervision Approach

    Science.gov (United States)

    Tebes, Jacob Kraemer; Matlin, Samantha L.; Migdole, Scott J.; Farkas, Melanie S.; Money, Roy W.; Shulman, Lawrence; Hoge, Michael A.

    2011-01-01

    Training in supervisory competencies is essential to effective clinical practice and helps address the current national crisis in the behavioral health workforce. Interactional supervision, the approach used in the current study, is well established in clinical social work and focuses the task of the supervisee on the interpersonal exchanges…

  2. The Impact of Provider Networks on the Co-Prescriptions of Interacting Drugs: A Claims-Based Analysis.

    Science.gov (United States)

    Ong, Mei-Sing; Olson, Karen L; Chadwick, Laura; Liu, Chunfu; Mandl, Kenneth D

    2017-03-01

    Multiple provider prescribing of interacting drugs is a preventable cause of morbidity and mortality, and fragmented care is a major contributing factor. We applied social network analysis to examine the impact of provider patient-sharing networks on the risk of multiple provider prescribing of interacting drugs. We performed a retrospective analysis of commercial healthcare claims (years 2008-2011), including all non-elderly adult beneficiaries (n = 88,494) and their constellation of care providers. Patient-sharing networks were derived based on shared patients, and care constellation cohesion was quantified using care density, defined as the ratio between the total number of patients shared by provider pairs and the total number of provider pairs within the care constellation around each patient. In our study, 2% (n = 1796) of patients were co-prescribed interacting drugs by multiple providers. Multiple provider prescribing of interacting drugs was associated with care density (odds ratio per unit increase in the natural logarithm of the value for care density 0.78; 95% confidence interval 0.74-0.83; p < 0.0001). The effect of care density was more pronounced with increasing constellation size: when constellation size exceeded ten providers, the risk of multiple provider prescribing of interacting drugs decreased by nearly 37% with each unit increase in the natural logarithm of care density (p < 0.0001). Other predictors included increasing age of patients, increasing number of providers, and greater morbidity. Improved care cohesion may mitigate unsafe prescribing practices, especially in larger care constellations. There is further potential to leverage network analytics to implement large-scale surveillance applications for monitoring prescribing safety.

  3. Representations of celebrities' weight and shape during pregnancy and postpartum: a content analysis of three entertainment magazine websites.

    Science.gov (United States)

    Gow, Rachel W; Lydecker, Janet A; Lamanna, Jennifer D; Mazzeo, Suzanne E

    2012-01-01

    Entertainment magazine websites provide a continuous stream of celebrity news accessed by over 13 million unique viewers each month. Celebrities' experiences of pregnancy and new motherhood appear to be popular topics within these media outlets; however, little research has investigated the content of this coverage. In this study, investigators coded articles (N=387) published between August 1, 2007 and August 1, 2008 on three popular entertainment magazine websites. Relatively few articles about celebrities' pregnancies discussed weight (13%) or shape (30%), and an even smaller proportion (6.2%) included any discussion of postpartum body dissatisfaction. This suggests a gap between portrayal of celebrities' pregnancies and postpartum experiences and those of non-celebrity women. This disparity is concerning as it might lead to unrealistic expectations about pregnancy and postpartum for both pregnant readers and a more general audience. This study provides important initial information about the messages these media provide regarding pregnancy-related appearance. Copyright © 2011 Elsevier Ltd. All rights reserved.

  4. Representations of Celebrities’ Weight and Shape during Pregnancy and Postpartum: A Content Analysis of Three Entertainment Magazine Websites

    Science.gov (United States)

    Gow, Rachel W.; Lydecker, Janet A.; Lamanna, Jennifer D.; Mazzeo, Suzanne E.

    2011-01-01

    Entertainment magazine websites provide a continuous stream of celebrity news accessed by over 13 million unique viewers each month. Celebrities’ experiences of pregnancy and new motherhood appear to be popular topics within these media outlets; however, little research has investigated the content of this coverage. In this study, investigators coded articles (N = 387) published between August 1, 2007 and August 1, 2008 on three popular entertainment magazine websites. Relatively few articles about celebrities’ pregnancies discussed weight (13%) or shape (30%), and an even smaller proportion (6.2%) included any discussion of postpartum body dissatisfaction. This suggests a gap between portrayal of celebrities’ pregnancies and postpartum experiences and those of non-celebrity women. This disparity is concerning as it might lead to unrealistic expectations about pregnancy and postpartum for both pregnant readers and a more general audience. This study provides important initial information about the messages these media provide regarding pregnancy-related appearance. PMID:21873126

  5. Insights into mRNP biogenesis provided by new genetic interactions among export and transcription factors

    Directory of Open Access Journals (Sweden)

    Estruch Francisco

    2012-09-01

    Full Text Available Abstract Background The various steps of mRNP biogenesis (transcription, processing and export are interconnected. It has been shown that the transcription machinery plays a pivotal role in mRNP assembly, since several mRNA export factors are recruited during transcription and physically interact with components of the transcription machinery. Although the shuttling DEAD-box protein Dbp5p is concentrated on the cytoplasmic fibrils of the NPC, previous studies demonstrated that it interacts physically and genetically with factors involved in transcription initiation. Results We investigated the effect of mutations affecting various components of the transcription initiation apparatus on the phenotypes of mRNA export mutant strains. Our results show that growth and mRNA export defects of dbp5 and mex67 mutant strains can be suppressed by mutation of specific transcription initiation components, but suppression was not observed for mutants acting in the very first steps of the pre-initiation complex (PIC formation. Conclusions Our results indicate that mere reduction in the amount of mRNP produced is not sufficient to suppress the defects caused by a defective mRNA export factor. Suppression occurs only with mutants affecting events within a narrow window of the mRNP biogenesis process. We propose that reducing the speed with which transcription converts from initiation and promoter clearance to elongation may have a positive effect on mRNP formation by permitting more effective recruitment of partially-functional mRNP proteins to the nascent mRNP.

  6. "Entertainment-education:" an idea whose time has come.

    Science.gov (United States)

    Piotrow, P T

    1994-03-01

    The "enter-educate" technique, which presents educational messages in the guise of entertainment, is being used effectively all over the world. Soap operas depict the struggles of a single mother or of a father who has infected his family with AIDS, songs remind listeners that contraception gives them choices, and animated videos breathe new life into sex education. The Johns Hopkins University has supported approximately 36 television series and specials, 9 radio dramas, 3 songs, and 9 music videos. Other organizations are expanding their work in this field. Surveys before and after exposure to enter-educate productions and clinic records can be used to measure changes in attitudes and behavior attributable to the productions. Evaluations of projects have shown that the audience pays attention and then moves from understanding to agreement to action (such as talking to their spouse or family, going to a clinic, using family planning, or practicing safer sex). The theoretical basis for the enter-educate approach can be traced to Aristotle who discussed the capacity for drama to convey moral teaching. More recently, Albert Bandura developed a theory of social learning which states that people learn by observing and adapting the behavior of others to their own lives. Miguel Sabido, a Mexican producer, applied Bandura's theory to develop the first enter-educate soap operas. The enter-educate approach is pervasive (through rapidly spreading mass media), popular (people seek entertainment), personal (depicting the private lives of the characters), passionate (invoking intense emotions), persuasive (through audience identification with characters), practical (since the talent and delivery infrastructure already exists), and profitable (entertainment pays its way, can generate profits and promote careers, and is cost-effective).

  7. Typology of alcohol consumers in five Australian nighttime entertainment districts.

    Science.gov (United States)

    Peacock, Amy; Norman, Thomas; Bruno, Raimondo; Pennay, Amy; Droste, Nicolas; Jenkinson, Rebecca; Quinn, Brendan; Lubman, Dan I; Miller, Peter

    2016-09-01

    Understanding how types of alcohol consumers differ is important for public policy targeted at reducing adverse events. The aims of the present study were to identify typologies of alcohol consumers in Australian nighttime entertainment districts based on risk factors for harm and to examine variation between the identified groups in drinking setting and harms. Street-intercept surveys were conducted with 5556 alcohol consumers in and around licensed venues in five Australian cities between November 2011 and June 2012. Latent class analysis identified groups based on age and sex, and blood alcohol concentration, pre-drinking, energy drink use and illicit drug use during that night. Four classes were identified: general patron group (33%), young pre-drinker group (27%), intoxicated male pre-drinker group (31%) and intoxicated illicit drug male group (9%). The proportion of the general patron group interviewed decreased over the night, while the other groups increased (particularly in regional cities). As compared with the general patron group, the remaining three groups reported increased odds of being involved in aggression and any alcohol-related injuries in the past 3 months, with highest rates of harm amongst the intoxicated illicit drug male group. Alcohol consumers in nighttime entertainment districts are not a homogeneous group. One-third have a low likelihood of risky consumption practices; however, representation of this consumer class diminishes throughout the night. Elevated harms amongst groups characterised by certain risk factors (e.g. pre-drinking and illicit drug use) emphasise the importance of addressing these behaviours in public policy. [Peacock A, Norman T, Bruno B, Pennay, Droste N, Jenkinson R, Quinn B, Lubman DI, Miller P. Typology of alcohol consumers in five Australian nighttime entertainment districts. Drug Alcohol Rev 2016;35:539-548]. © 2015 Australasian Professional Society on Alcohol and other Drugs.

  8. Potential marketing plan for Sony Computer Entertainment, Inc. to China

    OpenAIRE

    Li, Weishen

    2013-01-01

    The purpose of this thesis was to create a marketing plan for Sony Computer Enter-tainment, Inc. (SCE) for its market entry in mainland China. SCE is a major Japanese video game company which develops and manufactures video game consoles and game software on a global scale. SCE belongs to Sony Cooperation. Sony operates almost its every single business in China except the video game business due to the internal factors of China. Along with the great increase of Chinese people’s purchas-ing po...

  9. Consumer Perceptions of Interactions With Primary Care Providers After Direct-to-Consumer Personal Genomic Testing

    NARCIS (Netherlands)

    van der Wouden, Cathelijne H.; Carere, Deanna Alexis; Maitland-van der Zee, Anke H.; Ruffin, Mack T.; Roberts, J. Scott; Green, Robert C.; Oosterwijk, Jan

    2016-01-01

    Background: Direct-to-consumer (DTC) personal genomic testing (PGT) allows individuals to learn about their genetic makeup without going through a physician, but some consumers share their results with their primary care provider (PCP). Objective: To describe the characteristics and perceptions of

  10. Women Support Providers Are More Susceptible than Men to Emotional Contagion Following Brief Supportive Interactions

    Science.gov (United States)

    Magen, Eran; Konasewich, Paul A.

    2011-01-01

    People in distress often turn to friends for emotional support. Ironically, although receiving emotional support contributes to emotional and physical health, providing emotional support may be distressing as a result of emotional contagion. Women have been found to be more susceptible than men to emotional contagion in certain contexts, but no…

  11. D Web Visualization of Environmental Information - Integration of Heterogeneous Data Sources when Providing Navigation and Interaction

    Science.gov (United States)

    Herman, L.; Řezník, T.

    2015-08-01

    3D information is essential for a number of applications used daily in various domains such as crisis management, energy management, urban planning, and cultural heritage, as well as pollution and noise mapping, etc. This paper is devoted to the issue of 3D modelling from the levels of buildings to cities. The theoretical sections comprise an analysis of cartographic principles for the 3D visualization of spatial data as well as a review of technologies and data formats used in the visualization of 3D models. Emphasis was placed on the verification of available web technologies; for example, X3DOM library was chosen for the implementation of a proof-of-concept web application. The created web application displays a 3D model of the city district of Nový Lískovec in Brno, the Czech Republic. The developed 3D visualization shows a terrain model, 3D buildings, noise pollution, and other related information. Attention was paid to the areas important for handling heterogeneous input data, the design of interactive functionality, and navigation assistants. The advantages, limitations, and future development of the proposed concept are discussed in the conclusions.

  12. Consumer Perceptions of Interactions With Primary Care Providers After Direct-to-Consumer Personal Genomic Testing.

    Science.gov (United States)

    van der Wouden, Cathelijne H; Carere, Deanna Alexis; Maitland-van der Zee, Anke H; Ruffin, Mack T; Roberts, J Scott; Green, Robert C

    2016-04-19

    Direct-to-consumer (DTC) personal genomic testing (PGT) allows individuals to learn about their genetic makeup without going through a physician, but some consumers share their results with their primary care provider (PCP). To describe the characteristics and perceptions of DTC PGT consumers who discuss their results with their PCP. Longitudinal, prospective cohort study. Online survey before and 6 months after results. DTC PGT consumers. Consumer satisfaction with the DTC PGT experience; whether and, if so, how many results could be used to improve health; how many results were not understood; and beliefs about the PCP's understanding of genetics. Participants were asked with whom they had discussed their results. Genetic reports were linked to survey responses. Among 1026 respondents, 63% planned to share their results with a PCP. At 6-month follow-up, 27% reported having done so, and 8% reported sharing with another health care provider only. Common reasons for not sharing results with a health care provider were that the results were not important enough (40%) or that the participant did not have time to do so (37%). Among participants who discussed results with their PCP, 35% were very satisfied with the encounter, and 18% were not at all satisfied. Frequently identified themes in participant descriptions of these encounters were actionability of the results or use in care (32%), PCP engagement or interest (25%), and lack of PCP engagement or interest (22%). Participants may not be representative of all DTC PGT consumers. A comprehensive picture of DTC PGT consumers who shared their results with a health care provider is presented. The proportion that shares results is expected to increase with time after testing as consumers find opportunities for discussion at later appointments or if results become relevant as medical needs evolve. National Institutes of Health.

  13. An Agent-Based Approach for Delivering Educational Contents through Interactive Digital TV in the Context of T-Learning

    Science.gov (United States)

    Mendes Neto, Francisco Milton; de Carvalho Muniz, Raphael; Filgueira Burlamaqui, Aquiles Medeiros; Castro de Souza, Rafael

    2015-01-01

    The support of technological resources in teaching and learning has contributed to make them more efficient and enjoyable. Through this support has become quite common to use media resources before explored only for entertainment for educational purposes, among them the TV. The interactive Digital TV (iDTV) provides resources that make possible…

  14. Comparing the effects of entertainment and educational television programming on risky sexual behavior.

    Science.gov (United States)

    Moyer-Gusé, Emily; Nabi, Robin L

    2011-01-01

    Entertainment-education (E-E) may offer an effective way to reduce risky behavior by modeling healthy behaviors. Although there is some empirical evidence to support the effectiveness of the E-E strategy, much of this research has been conducted in countries with different media landscapes than that of the United States and controlled experiments in this context are rare. Moreover, empirical tests of the relative effectiveness of E-E messages and other message formats are needed. In this study, 437 undergraduates participated in a three-wave panel experiment in which they viewed one of three programs (E-E, education, or entertainment). Safer sex intentions and behaviors were measured several days before, immediately following, and 2 weeks after exposure. Results demonstrate that effects of exposure to this E-E program vary depending on gender and past experience with sexual intercourse. In particular, females and those who had not initiated sexual intercourse showed the strongest effects. Discussion of theoretical implications and suggestions for future research are provided. Copyright © Taylor & Francis Group, LLC

  15. Live Entertainment in a Fairytale Art-Peripheral Tourist Setting

    Directory of Open Access Journals (Sweden)

    Laila EL-Mahgary

    2016-05-01

    Full Text Available This article introduces a multidisciplinary study in which the different fields of musicology, social sciences and children’s ‘fairytale’ literature blend together. The interest in this topic came from a lack of attention in past studies on the art-peripheral performers’ and audiences’ experiences with the more popular form of entertainment in art-peripheral tourist settings. Another fundamental purpose for this research is to explore the important role of the art-peripheral ‘fairytale’ settings in transforming the different groups of hosts’ and guests’ everyday rational characters and performances, as they transgress from their cultural norms, and move through the liminal spaces of the sea. Consequently, new identities in Hurghada’s hotels’ fairytale scenes are being formed, and which are the outcome of localized and western, cultural, political, economic, and social constructions. The empirical method in this study puts emphasis on the texts of classical fairytale stories, which are used as an architextual model developed in the course of earlier research undertaken by the author. It is also well worth mentioning, that Hurghada’s art-peripheral hotel settings generate cultural tourism from the simple consumption of entertainment and popular music.

  16. More playful user interfaces interfaces that invite social and physical interaction

    CERN Document Server

    2015-01-01

    This book covers the latest advances in playful user interfaces – interfaces that invite social and physical interaction. These new developments include the use of audio, visual, tactile and physiological sensors to monitor, provide feedback and anticipate the behavior of human users. The decreasing cost of sensor and actuator technology makes it possible to integrate physical behavior information in human-computer interactions. This leads to many new entertainment and game applications that allow or require social and physical interaction in sensor- and actuator-equipped smart environments. The topics discussed include: human-nature interaction, human-animal interaction and the interaction with tangibles that are naturally integrated in our smart environments. Digitally supported remote audience participation in artistic or sport events is also discussed. One important theme that emerges throughout the book is the involvement of users in the digital-entertainment design process or even design and implement...

  17. Visual Enhancement for Sports Entertainment by Vision-Based Augmented Reality

    Directory of Open Access Journals (Sweden)

    Hideo Saito

    2008-09-01

    Full Text Available This paper presents visually enhanced sports entertainment applications: AR Baseball Presentation System and Interactive AR Bowling System. We utilize vision-based augmented reality for getting immersive feeling. First application is an observation system of a virtual baseball game on the tabletop. 3D virtual players are playing a game on a real baseball field model, so that users can observe the game from favorite view points through a handheld monitor with a web camera. Second application is a bowling system which allows users to roll a real ball down a real bowling lane model on the tabletop and knock down virtual pins. The users watch the virtual pins through the monitor. The lane and the ball are also tracked by vision-based tracking. In those applications, we utilize multiple 2D markers distributed at arbitrary positions and directions. Even though the geometrical relationship among the markers is unknown, we can track the camera in very wide area.

  18. INTERACTION OF UNIVERSITIES AND VENTURE COMPANIES TO PROVIDE EMPLOYMENT AND DEVELOPMENT OF LABOR RELATIONS

    Directory of Open Access Journals (Sweden)

    A. S. Senin

    2016-01-01

    Full Text Available The current economic situation is a consequence of the low innovation activity of the real sector. To go to a new quality of the national economy requires the development of venture business segment. However, along with the problem of lack of investment, this segment was faced with staffi ng problems, the solution of which requires a non-trivial approaches.This article outlines the main aspects of cooperation between higher education institutions and ventures to address staffing issues in the past and generally – in order to ensure the normal employment (through the creation of new high-tech jobs and the promotion of labor relations in the national economy. In this article the basic scheme, to extend the functions of venture capital funds, which will not only provide funding for innovative projects, but also to coordinate the cooperation of universities and venture companies in the staffing of the past.The purpose / goal. The main purpose of this article is to identify ways to improve staffing activities of venture companies by finding new forms of cooperation between enterprises, research and education sector and institutions of venture capital financing.Methodology. This article used the methods of economic-statistical and comparative analysis and synthesis of scientific solutions of direct practical application.Conclusions / relevance. The practical significance of the results is to develop the basic scheme of trilateral cooperation between higher education institutions, venture capital companies and venture capital funds in order to provide innovative projects need not only financial, but also human resources.

  19. Full-Length Recombinant Human Proteoglycan 4 Interacts with Hyaluronan to Provide Cartilage Boundary Lubrication.

    Science.gov (United States)

    Abubacker, Saleem; Dorosz, Samuel G; Ponjevic, Dragana; Jay, Gregory D; Matyas, John R; Schmidt, Tannin A

    2016-04-01

    Proteoglycan 4 (PRG4) is a mucin-like glycoprotein present in synovial fluid and at the surface of articular cartilage. The objectives of this study were to (1) assess the articular cartilage surface adsorption and in vitro cartilage boundary lubricating ability of full-length recombinant human PRG4 (rhPRG4), and (2) cartilage boundary lubricating ability of purified rhPRG4, both alone and in combination with hyaluronan (HA). rhPRG4 adsorption onto articular cartilage explants was assessed by immunohistochemistry and dot blot. An in vitro cartilage-cartilage friction test was used to assess rhPRG4's cartilage boundary lubricating ability compared to bovine PRG4, and that of purified rhPRG4 both alone and in combination with HA. rhPRG4 was able to adsorb to the articular surface, as well as the cut surface, of cartilage explants. The kinetic coefficient of friction of rhPRG4 was similar to that of PRG4 (p = 0.16) and lower than phosphate-buffered saline (p < 0.05), while that of purified rhPRG4 + HA was significantly lower than rhPRG4 alone (p < 0.05). This study demonstrates that rhPRG4 can adsorb to an intact articular cartilage surface and functions as an effective boundary lubricant, both alone and with HA, and provides the foundation for in vivo evaluation of this clinically relevant full-length rhPRG4 for treatment of osteoarthritis.

  20. Large scale genotype comparison of human papillomavirus E2-host interaction networks provides new insights for e2 molecular functions.

    Directory of Open Access Journals (Sweden)

    Mandy Muller

    Full Text Available Human Papillomaviruses (HPV cause widespread infections in humans, resulting in latent infections or diseases ranging from benign hyperplasia to cancers. HPV-induced pathologies result from complex interplays between viral proteins and the host proteome. Given the major public health concern due to HPV-associated cancers, most studies have focused on the early proteins expressed by HPV genotypes with high oncogenic potential (designated high-risk HPV or HR-HPV. To advance the global understanding of HPV pathogenesis, we mapped the virus/host interaction networks of the E2 regulatory protein from 12 genotypes representative of the range of HPV pathogenicity. Large-scale identification of E2-interaction partners was performed by yeast two-hybrid screenings of a HaCaT cDNA library. Based on a high-confidence scoring scheme, a subset of these partners was then validated for pair-wise interaction in mammalian cells with the whole range of the 12 E2 proteins, allowing a comparative interaction analysis. Hierarchical clustering of E2-host interaction profiles mostly recapitulated HPV phylogeny and provides clues to the involvement of E2 in HPV infection. A set of cellular proteins could thus be identified discriminating, among the mucosal HPV, E2 proteins of HR-HPV 16 or 18 from the non-oncogenic genital HPV. The study of the interaction networks revealed a preferential hijacking of highly connected cellular proteins and the targeting of several functional families. These include transcription regulation, regulation of apoptosis, RNA processing, ubiquitination and intracellular trafficking. The present work provides an overview of E2 biological functions across multiple HPV genotypes.

  1. Combining 3D technologies for cultural heritage interpretation and entertainment

    Science.gov (United States)

    Beraldin, J.-Angelo; Picard, Michel; El-Hakim, Sabry F.; Godin, Guy; Valzano, Virginia; Bandiera, Adriana

    2005-01-01

    This paper presents a summary of the 3D modeling work that was accomplished in preparing multimedia products for cultural heritage interpretation and entertainment. The three cases presented are the Byzantine Crypt of Santa Cristina, Apulia, temple C of Selinunte, Sicily, and a bronze sculpture from the 6th century BC found in Ugento, Apulia. The core of the approach is based upon high-resolution photo-realistic texture mapping onto 3D models generated from range images. It is shown that three-dimensional modeling from range imaging is an effective way to present the spatial information for environments and artifacts. Spatial sampling and range measurement uncertainty considerations are addressed by giving the results of a number of tests on different range cameras. The integration of both photogrammetric and CAD modeling complements this approach. Results on a CDROM, a DVD, virtual 3D theatre, holograms, video animations and web pages have been prepared for these projects.

  2. Volcanic Infrasound - A technical topic communicated in an entertaining way

    Science.gov (United States)

    Kerlow, Isaac

    2017-04-01

    Volcanic Infrasound is a 9-minute film about using infrasound waves to detect and measure volcanic eruptions as they unfold. The film was made by an interdisciplinary team of filmmakers and scientists for a general audience. The movie explains the basic facts of using infrasound to detect volcanic activity, and it also shows volcano researchers as they install infrasound sensors in a natural reserve in the middle of the city. This is the first in a series of films that seek to address natural hazards of relevance to Singapore, a country shielded from violent hazards. This presentation reviews the science communication techniques and assumptions used to develop and produce this entertaining scientific documentary short. Trailer: https://vimeo.com/192206460

  3. Entertaining Whilst Defacing Websites: Psychological Games for Hackers

    Directory of Open Access Journals (Sweden)

    Ashish K Das

    2017-08-01

    Full Text Available Aim/Purpose: This study aims to investigate various characteristics from both victims as defaced websites and defacers that linked to a risk of being defaced through a set of descriptive analysis. Background: The current figures from a spectrum of sources, both academic and non-academic reports, proved a progressive increase of website defacement attacks to numerous organisations. Methodology: This study obtains a set of data from Zone-H site, which is accessible to the public, including 99,437 defaced websites. The descriptive analysis is applied in order to understand the motives of defacers and the probability of website re-defacements through the statistical investigation. Findings: The motives for defacing websites are driven mainly due to entertaining reasons. This in turn has an implication on the type of techniques defacers attack websites.

  4. Health and identity-related interactions between lesbian, bisexual, queer and pansexual women and their healthcare providers.

    Science.gov (United States)

    Baldwin, Aleta; Dodge, Brian; Schick, Vanessa; Herbenick, Debra; Sanders, Stephanie A; Dhoot, Roshni; Fortenberry, J Dennis

    2017-11-01

    Disclosure of sexual identity among sexual minority women is related to better outcomes and improved quality of care. The existing literature on sexual minority women's experiences of identity disclosure and related interactions with healthcare providers draws little distinction between different groups of sexual minority women, despite the different barriers, stigma and health outcomes that exist between them. This paper presents factors influencing identity disclosure and describes the characteristics of interactions that sexual minority women have with their healthcare providers around sexual identity and health. Using a mixed-methods approach, both qualitative and quantitative data were gathered using an online survey. The sample included lesbian, bisexual, queer and pansexual women from across the USA. Qualitative and quantitative data were analysed concurrently, and qualitative themes were quantified and integrated into quantitative analyses. Identity disclosure, reasons for disclosing identity and characteristics of interactions with providers varied by identity, but often overlapped. Bisexual and pansexual participants were significantly less likely to disclose identity than lesbian participants. There were no significant differences related to age or ethnicity. Findings from this study have the potential to inform ethical medical practices and improve healthcare quality among sexual minority women.

  5. War Isn’t Hell, It’s Entertainment

    DEFF Research Database (Denmark)

    Schubart, Rikke

    The interdisciplinary anthology War Isn’t Hell, It’s Entertainment analyses the relationship between war and the military on the one hand, and, on the other hand, entertainment, fiction, visual media, and cultural products. It examines war and film stars; war and films; war memorials; war...

  6. Approaching Science by Watching TV: What Do Entertainment Programs Contribute to Viewers' Competence in Genetic Engineering?

    Science.gov (United States)

    Weinmann, Carina; Löb, Charlotte; Mattheiß, Tamara; Vorderer, Peter

    2013-01-01

    This study examined the potential of entertainment-education (E-E) for promoting engagement with a science issue. It was assumed that certain entertaining features of a media experience increase viewers' perceived knowledge about an issue. Drawing on different theoretical models of E-E and on persuasive effects of narrative media messages, three…

  7. 78 FR 20960 - Face Up Entertainment Group, Inc.; Order of Suspension of Trading

    Science.gov (United States)

    2013-04-08

    ... COMMISSION Face Up Entertainment Group, Inc.; Order of Suspension of Trading April 4, 2013. It appears to the... securities of Face Up Entertainment Group, Inc. (``Face Up'') because of questions concerning the adequacy and accuracy of publicly available information about Face Up, including, among other things, its...

  8. Are we heeding the warning signs? Examining providers' overrides of computerized drug-drug interaction alerts in primary care.

    Science.gov (United States)

    Slight, Sarah P; Seger, Diane L; Nanji, Karen C; Cho, Insook; Maniam, Nivethietha; Dykes, Patricia C; Bates, David W

    2013-01-01

    Health IT can play a major role in improving patient safety. Computerized physician order entry with decision support can alert providers to potential prescribing errors. However, too many alerts can result in providers ignoring and overriding clinically important ones. To evaluate the appropriateness of providers' drug-drug interaction (DDI) alert overrides, the reasons why they chose to override these alerts, and what actions they took as a consequence of the alert. A cross-sectional, observational study of DDI alerts generated over a three-year period between January 1st, 2009, and December 31st, 2011. Primary care practices affiliated with two Harvard teaching hospitals. The DDI alerts were screened to minimize the number of clinically unimportant warnings. A total of 24,849 DDI alerts were generated in the study period, with 40% accepted. The top 62 providers with the highest override rate were identified and eight overrides randomly selected for each (a total of 496 alert overrides for 438 patients, 3.3% of the sample). Overall, 68.2% (338/496) of the DDI alert overrides were considered appropriate. Among inappropriate overrides, the therapeutic combinations put patients at increased risk of several specific conditions including: serotonin syndrome (21.5%, n=34), cardiotoxicity (16.5%, n=26), or sharp falls in blood pressure or significant hypotension (28.5%, n=45). A small number of drugs and DDIs accounted for a disproportionate share of alert overrides. Of the 121 appropriate alert overrides where the provider indicated they would "monitor as recommended", a detailed chart review revealed that only 35.5% (n=43) actually did. Providers sometimes reported that patients had already taken interacting medications together (15.7%, n=78), despite no evidence to confirm this. We found that providers continue to override important and useful alerts that are likely to cause serious patient injuries, even when relatively few false positive alerts are displayed.

  9. Are we heeding the warning signs? Examining providers' overrides of computerized drug-drug interaction alerts in primary care.

    Directory of Open Access Journals (Sweden)

    Sarah P Slight

    Full Text Available BACKGROUND: Health IT can play a major role in improving patient safety. Computerized physician order entry with decision support can alert providers to potential prescribing errors. However, too many alerts can result in providers ignoring and overriding clinically important ones. OBJECTIVE: To evaluate the appropriateness of providers' drug-drug interaction (DDI alert overrides, the reasons why they chose to override these alerts, and what actions they took as a consequence of the alert. DESIGN: A cross-sectional, observational study of DDI alerts generated over a three-year period between January 1st, 2009, and December 31st, 2011. SETTING: Primary care practices affiliated with two Harvard teaching hospitals. The DDI alerts were screened to minimize the number of clinically unimportant warnings. PARTICIPANTS: A total of 24,849 DDI alerts were generated in the study period, with 40% accepted. The top 62 providers with the highest override rate were identified and eight overrides randomly selected for each (a total of 496 alert overrides for 438 patients, 3.3% of the sample. RESULTS: Overall, 68.2% (338/496 of the DDI alert overrides were considered appropriate. Among inappropriate overrides, the therapeutic combinations put patients at increased risk of several specific conditions including: serotonin syndrome (21.5%, n=34, cardiotoxicity (16.5%, n=26, or sharp falls in blood pressure or significant hypotension (28.5%, n=45. A small number of drugs and DDIs accounted for a disproportionate share of alert overrides. Of the 121 appropriate alert overrides where the provider indicated they would "monitor as recommended", a detailed chart review revealed that only 35.5% (n=43 actually did. Providers sometimes reported that patients had already taken interacting medications together (15.7%, n=78, despite no evidence to confirm this. CONCLUSIONS AND RELEVANCE: We found that providers continue to override important and useful alerts that are likely

  10. Real-time 3D human capture system for mixed-reality art and entertainment.

    Science.gov (United States)

    Nguyen, Ta Huynh Duy; Qui, Tran Cong Thien; Xu, Ke; Cheok, Adrian David; Teo, Sze Lee; Zhou, ZhiYing; Mallawaarachchi, Asitha; Lee, Shang Ping; Liu, Wei; Teo, Hui Siang; Thang, Le Nam; Li, Yu; Kato, Hirokazu

    2005-01-01

    A real-time system for capturing humans in 3D and placing them into a mixed reality environment is presented in this paper. The subject is captured by nine cameras surrounding her. Looking through a head-mounted-display with a camera in front pointing at a marker, the user can see the 3D image of this subject overlaid onto a mixed reality scene. The 3D images of the subject viewed from this viewpoint are constructed using a robust and fast shape-from-silhouette algorithm. The paper also presents several techniques to produce good quality and speed up the whole system. The frame rate of our system is around 25 fps using only standard Intel processor-based personal computers. Besides a remote live 3D conferencing and collaborating system, we also describe an application of the system in art and entertainment, named Magic Land, which is a mixed reality environment where captured avatars of human and 3D computer generated virtual animations can form an interactive story and play with each other. This system demonstrates many technologies in human computer interaction: mixed reality, tangible interaction, and 3D communication. The result of the user study not only emphasizes the benefits, but also addresses some issues of these technologies.

  11. Kawaii/Cute Interactive Media

    Science.gov (United States)

    Cheok, Adrian David

    Cuteness in interactive systems is a relatively new development, yet having its roots in the aesthetics of many historical and cultural elements. Symbols of cuteness abound in nature as in the creatures of neotenous proportions; drawing in the care and concern of the parent and the care from a protector. We provide an in depth look at the role of cuteness in interactive systems beginning with a history. We particularly focus on the Japanese culture of Kawaii, which has made a large impact around the world, especially in entertainment, fashion, and animation. We then take the approach of defining cuteness in contemporary popular perception. User studies are presented offering an in-depth understanding of key perceptual elements which are identified as cute. This knowledge provides for the possibility to create a cute filter which can transform inputs and automatically create more cute outputs. The development of cute social computing and entertainment projects are discussed as well, providing an insight into the next generation of interactive systems which bring happiness and comfort to users of all ages and cultures through the soft power of cute.

  12. Determinants of satisfaction with health care provider interactions at health centres in central Ethiopia: a cross sectional study.

    Science.gov (United States)

    Birhanu, Zewdie; Assefa, Tsion; Woldie, Mirkuzie; Morankar, Sudhakar

    2010-03-24

    In primary health care, provider-patient interaction is fundamental platform and critically affects service delivery. Nevertheless, it is often ignored in medical research and practice and it is infrequently subjected to scientific inquiry, particularly in Ethiopia. This study aimed to assess patient satisfaction with health care provider interactions and its influencing factors among out-patients at health centers in West Shoa, Central Ethiopia. A cross sectional facility based study was conducted on 768 out-patients of six health centers in West Shoa Zone, Central Ethiopia. The total sample size was allocated to each of the six health centers based on patient flow during the ten days prior to the start of data collection. Pre-tested instruments were used for data collection and the data were analyzed using SPSS version 16.0 statistical software. Factor score was computed for the items identified to represent the satisfaction scale by varimax rotation method. Using this regression factor score, multivariate linear regression analysis was performed and the effect of independent variables on the regression factor score was quantified. Seventy three percent of the respondents perceived that provider's empathy was good and 35% complained that providers were not technically competent enough. In addition, 82% of the respondents rated non-verbal communication by the providers to be good, very good or excellent on a five-point ordinal scale. Regardless of the process, only 34.1% of the patients implied that the consultations made a difference in understanding their illness and coping with it. Generally speaking, 62.6% of the patients reported that they have been satisfied with their visit. Perceived empathy, perceived technical competency, non-verbal communication, patient enablement, being told the name of once illness, type and frequency of visit, knowing the providers and educational status were main independent predictors of patient satisfaction in this study

  13. Multimodal 4D imaging of cell-pathogen interactions in the lungs provides new insights into pulmonary infections

    Science.gov (United States)

    Fiole, Daniel; Douady, Julien; Cleret, Aurélie; Garraud, Kévin; Mathieu, Jacques; Quesnel-Hellmann, Anne; Tournier, Jean-Nicolas

    2011-07-01

    Lung efficiency as gas exchanger organ is based on the delicate balance of its associated mucosal immune system between inflammation and sterility. In this study, we developed a dynamic imaging protocol using confocal and twophoton excitation fluorescence (2PEF) on freshly harvested infected lungs. This modus operandi allowed the collection of important information about CX3CR1+ pulmonary cells. This major immune cell subset turned out to be distributed in an anisotropic way in the lungs: subpleural, parenchymal and bronchial CX3CR1+ cells have then been described. The way parenchymal CX3CR1+ cells react against LPS activation has been considered using Matlab software, demonstrating a dramatic increase of average cell speed. Then, interactions between Bacillus anthracis spores and CX3CR1+ dendritic cells have been investigated, providing not only evidences of CX3CR1+ cells involvement in pathogen uptake but also details about the capture mechanisms.

  14. Entertaining Democracy in the Era of Neo-Liberalism

    Directory of Open Access Journals (Sweden)

    James Curran

    2016-08-01

    Full Text Available James Curran’s article “Entertaining democracy in the Era of Neo-liberalism” is an essay written from the 13th SBPJor Conference Meeting in Campo Grande in 2015; a conference in which he was the opening speaker. The article was approved for publication in the BJR at the end of 2015, but we have decided to publish it in a special edition of Journalism and Democracy as it deals precisely with this issue. Curran begins the article by questioning the current state of democracy as it pertains to the decline of the nation state and the emergence of transnational institutions of deliberation which he calls “multilevel governance” but “is not matched by the development of a multilevel sense of citizenship”. As almost a prelude to the Brexit, Curran draws attention to the fact that the English do not consider themselves European despite being a part of the European Union. He tied this nationalist ideal not only to the British, but to other country populations in general. In a world dominated by transnational corporations and the presence and constancy of national media “supporting a national identity” he predicted that “Attempts at new institutional building are out of step with media development”. His analysis highlights several problems that are weakening modern democracy like “the increasing centralization of power by political leaders” and the “increasingly unrepresentative nature of the political class  rendering them in some countries almost a ‘separate caste’”. Reading Curran’s text allows us to reflect on the situation in Brazil. At first, it is pessimistic and places meanings that we have lobbied for outside of our borders: “Governments are less able to govern; political power is becoming more centralized; and the unelected influence of big business is becoming greater”. The media also has a hand in contributing towards a “growing sense of disconnection from politics”, making reference to politics as

  15. Mass media entertainment for AIDS communication in Zaire.

    Science.gov (United States)

    Convisser, J

    1992-01-01

    Health communicators use entertainment and mass media to prevent HIV transmission. Population Services International operates an AIDS Mass Media Project as an adjunct to its Condom Social Marketing Project. It collaborates with the Government of Zaire's National AIDS Program. Its 1st target is urban youth because most AIDS cases in Zaire were infected as teenagers, urban youth have access to television (TV), and they take part in high risk sexual behavior. The project uses various AIDS songs to reach this group. A 6-month posttest shows that the 1st song was so effective that 65% heard it and that 93% of them recalled the major AIDS messages and 85% said that they changed their behavior. The project distributes a video of the 1990 World AIDS Day concert. Research in Zaire and other African countries shows that the threat AIDS poses to children's health strongly motivates parents' behavior. Thus the 2nd target is the 20-30 year old group--young and prospective parents. The project boasts a 4-part TV series about a groom who does not reveal his AIDS status to his young bride until after their wedding night. 2 scenes stress the benefits of condoms. After its 1st airing, 66% of the 20-30 year old group in Kinshasa watched all 4 parts of the series. Of these, about 75% said they would change their behavior. Most people in Zaire change behavior by using condoms. Indeed, during the mass media campaign, condom sales grew 1000% which saved almost 7200 lives. The project also features comic strips informing working men and women and teenagers about AIDS and distributes an inexpensive notebook listening AIDS facts and myths for school children. The project uses regional radio stations to broadcast 28 AIDS feature programs, 22 radio spots, 8 AIDS radio dramas, and 2 songs to high priority rural areas. These AIDS radio efforts have indeed influenced AIDS knowledge and attitudes.

  16. Fenomena ‘Entertainment Architecture’ di Indonesia dan Perkembangan dalam Arsitektur

    Directory of Open Access Journals (Sweden)

    Nur Endah Nuffida

    2017-02-01

    Full Text Available Fenomena ‘entertainment architecture’ berkembang pada paruh akhir abad 20 di dunia yang ditandai dengan kehadiran karya-karya arsitektur yang dibangun dengan tujuan utama sebagai hiburan yang atraktif bagi penggunanya. Kajian ini merupakan upaya untuk menganalisis munculnya fenomena ‘entertainment architecture’ sebagai sebuah tipe dalam karya arsitektur, khususnya di Indonesia. Metode penelitian yang digunakan dalam penelitian ini adalah metode penelitian kualitatif dengan paradigma naturalistik Tujuan penelitian ini adalah untuk mengetahui dan menemukan pengertian ‘entertainment architecture’, berbagai karakteristik tertentu dalam bentuk rupa dan wujud arsitekturalnya dan bagaimana karakteristik tersebut dapat dibaca sebagai sebuah tipe dalam perkembangan arsitektur. Hasil kajian memberikan kesimpulan bahwa fenomena ‘entertainment architecture’ di Indonesia dapat dibaca sebagai perkembangan gagasan baru dalam paras berpikir dan membuat arsitektur melalui bahasa bangunan yang tertampilkan melalui sosok, tampang dan wujudnya yang berbeda dengan bahasa bangunan yang telah ada sebelumnya.

  17. Portrayals of Schizophrenia by Entertainment Media: A Content Analysis of Contemporary Movies

    National Research Council Canada - National Science Library

    Owen, Patricia R

    2012-01-01

    ... themselves or others, and nearly a third engaged in homicidal behavior. More research is needed, the author notes, to inform optimal use of entertainment media to correct misinformation and increase empathy and understanding...

  18. Determinants of satisfaction with health care provider interactions at health centres in central Ethiopia: a cross sectional study

    Directory of Open Access Journals (Sweden)

    Woldie Mirkuzie

    2010-03-01

    Full Text Available Abstract Background In primary health care, provider-patient interaction is fundamental platform and critically affects service delivery. Nevertheless, it is often ignored in medical research and practice and it is infrequently subjected to scientific inquiry, particularly in Ethiopia. This study aimed to assess patient satisfaction with health care provider interactions and its influencing factors among out-patients at health centers in West Shoa, Central Ethiopia. Methods A cross sectional facility based study was conducted on 768 out-patients of six health centers in West Shoa Zone, Central Ethiopia. The total sample size was allocated to each of the six health centers based on patient flow during the ten days prior to the start of data collection. Pre-tested instruments were used for data collection and the data were analyzed using SPSS version 16.0 statistical software. Factor score was computed for the items identified to represent the satisfaction scale by varimax rotation method. Using this regression factor score, multivariate linear regression analysis was performed and the effect of independent variables on the regression factor score was quantified. Results Seventy three percent of the respondents perceived that provider's empathy was good and 35% complained that providers were not technically competent enough. In addition, 82% of the respondents rated non-verbal communication by the providers to be good, very good or excellent on a five-point ordinal scale. Regardless of the process, only 34.1% of the patients implied that the consultations made a difference in understanding their illness and coping with it. Generally speaking, 62.6% of the patients reported that they have been satisfied with their visit. Perceived empathy, perceived technical competency, non-verbal communication, patient enablement, being told the name of once illness, type and frequency of visit, knowing the providers and educational status were main independent

  19. Listening, Watching, and Reading: The Structure and Correlates of Entertainment Preferences

    OpenAIRE

    Rentfrow, Peter J.; Goldberg, Lewis R.; Zilca, Ran

    2011-01-01

    People spend considerable amounts of time and money listening to music, watching TV and movies, and reading books and magazines, yet almost no attention in psychology has been devoted to understanding individual differences in preferences for such entertainment. The present research was designed to examine the structure and correlates of entertainment genre preferences. Analyses of the genre preferences of over 3,000 individuals revealed a remarkably clear factor structure. Using multiple sam...

  20. Disentangling ancient interactions: a new extinct passerine provides insights on character displacement among extinct and extant island finches.

    Directory of Open Access Journals (Sweden)

    Juan Carlos Rando

    Full Text Available BACKGROUND: Evolutionary studies of insular biotas are based mainly on extant taxa, although such biotas represent artificial subsets of original faunas because of human-caused extinctions of indigenous species augmented by introduced exotic taxa. This makes it difficult to obtain a full understanding of the history of ecological interactions between extant sympatric species. Morphological bill variation of Fringilla coelebs and F. teydea (common and blue chaffinches has been previously studied in the North Atlantic Macaronesian archipelagos. Character displacement between both species has been argued to explain bill sizes in sympatry. However, this explanation is incomplete, as similar patterns of bill size have been recorded in F. coelebs populations from islands with and without F. teydea. METHODOLOGY/PRINCIPAL FINDINGS: The discovery of a new extinct species in Tenerife (Canary Islands, here named Carduelis aurelioi n. sp. (slender-billed greenfinch, provides the opportunity to study ancient ecological interactions among Macaronesian finches. To help understand the evolutionary histories of forest granivores in space and time, we have performed a multidisciplinary study combining: (1 morphological analyses and radiocarbon dating (11,460±60 yr BP of the new taxon and, (2 molecular divergence among the extant finch species and populations in order to infer colonization times (1.99 and 1.09 My for F. teydea and F. coelebs respectively. CONCLUSION/SIGNIFICANCE: C. aurelioi, F. coelebs and F. teydea co-habited in Tenerife for at least one million years. The unique anatomical trends of the new species, namely chaffinch-like beak and modified hind and forelimbs, reveal that there was a process of divergence of resource competition traits among the three sympatric finches. The results of our study, combined with the presence of more extinct greenfinches in other Macaronesian islands with significant variation in their beak sizes, suggests that the

  1. Structure of the extracellular portion of CD46 provides insights into its interactions with complement proteins and pathogens.

    Directory of Open Access Journals (Sweden)

    B David Persson

    2010-09-01

    Full Text Available The human membrane cofactor protein (MCP, CD46 is a central component of the innate immune system. CD46 protects autologous cells from complement attack by binding to complement proteins C3b and C4b and serving as a cofactor for their cleavage. Recent data show that CD46 also plays a role in mediating acquired immune responses, and in triggering autophagy. In addition to these physiologic functions, a significant number of pathogens, including select adenoviruses, measles virus, human herpes virus 6 (HHV-6, Streptococci, and Neisseria, use CD46 as a cell attachment receptor. We have determined the crystal structure of the extracellular region of CD46 in complex with the human adenovirus type 11 fiber knob. Extracellular CD46 comprises four short consensus repeats (SCR1-SCR4 that form an elongated structure resembling a hockey stick, with a long shaft and a short blade. Domains SCR1, SCR2 and SCR3 are arranged in a nearly linear fashion. Unexpectedly, however, the structure reveals a profound bend between domains SCR3 and SCR4, which has implications for the interactions with ligands as well as the orientation of the protein at the cell surface. This bend can be attributed to an insertion of five hydrophobic residues in a SCR3 surface loop. Residues in this loop have been implicated in interactions with complement, indicating that the bend participates in binding to C3b and C4b. The structure provides an accurate framework for mapping all known ligand binding sites onto the surface of CD46, thereby advancing an understanding of how CD46 acts as a receptor for pathogens and physiologic ligands of the immune system.

  2. Neurologist consistency in interpreting information provided by an interactive visualization software for deep brain stimulation postoperative programming assistance.

    Science.gov (United States)

    Pallavaram, Srivatsan; Phibbs, Fenna T; Tolleson, Christopher; Davis, Thomas L; Fang, John; Hedera, Peter; Li, Rui; Koyama, Tatsuki; Dawant, Benoit M; D'Haese, Pierre-François

    2014-01-01

    Postoperative programming in deep brain stimulation (DBS) therapy for movement disorders can be challenging and time consuming. Providing the neurologist with tools to visualize the electrode location relative to the patient's anatomy along with models of tissue activation and statistical data can therefore be very helpful. In this study, we evaluate the consistency between neurologists in interpreting and using such information provided by our DBS programming assistance software. Five neurologists experienced in DBS programming were each given a dataset of 29 leads implanted in 17 patients. For each patient, probabilistic maps of stimulation response, anatomical images, models of tissue activation volumes, and electrode positions were presented inside a software framework called CRAnialVault Explorer (CRAVE) developed in house. Consistency between neurologists in optimal contact selection using the software was measured. With only the efficacy map, the average consistency among the five neurologists with respect to the mode and mean of their selections was 97% and 95%, respectively, while these numbers were 93% and 89%, respectively, when both efficacy and an adverse effect map were used simultaneously. Fleiss' kappa statistic also showed very strong agreement among the neurologists (0.87 when using one map and 0.72 when using two maps). Our five neurologists demonstrated high consistency in interpreting information provided by the CRAVE interactive visualization software for DBS postoperative programming assistance. Three of our five neurologists had no prior experience with the software, which suggests that the software has a short learning curve and contact selection is not dependent on familiarity with the program tools. © 2013 Vanderbilt University.

  3. Provider interaction with the electronic health record: the effects on patient-centered communication in medical encounters.

    Science.gov (United States)

    Street, Richard L; Liu, Lin; Farber, Neil J; Chen, Yunan; Calvitti, Alan; Zuest, Danielle; Gabuzda, Mark T; Bell, Kristin; Gray, Barbara; Rick, Steven; Ashfaq, Shazia; Agha, Zia

    2014-09-01

    The computer with the electronic health record (EHR) is an additional 'interactant' in the medical consultation, as clinicians must simultaneously or in alternation engage patient and computer to provide medical care. Few studies have examined how clinicians' EHR workflow (e.g., gaze, keyboard activity, and silence) influences the quality of their communication, the patient's involvement in the encounter, and conversational control of the visit. Twenty-three primary care providers (PCPs) from USA Veterans Administration (VA) primary care clinics participated in the study. Up to 6 patients per PCP were recruited. The proportion of time PCPs spent gazing at the computer was captured in real time via video-recording. Mouse click/scrolling activity was captured through Morae, a usability software that logs mouse clicks and scrolling activity. Conversational silence was coded as the proportion of time in the visit when PCP and patient were not talking. After the visit, patients completed patient satisfaction measures. Trained coders independently viewed videos of the interactions and rated the degree to which PCPs were patient-centered (informative, supportive, partnering) and patients were involved in the consultation. Conversational control was measured as the proportion of time the PCP held the floor compared to the patient. The final sample included 125 consultations. PCPs who spent more time in the consultation gazing at the computer and whose visits had more conversational silence were rated lower in patient-centeredness. PCPs controlled more of the talk time in the visits that also had longer periods of mutual silence. PCPs were rated as having less effective communication when they spent more time looking at the computer and when there was more periods of silence in the consultation. Because PCPs increasingly are using the EHR in their consultations, more research is needed to determine effective ways that they can verbally engage patients while simultaneously

  4. Blending Entertainment, Education, and Science in a Modern Digital Planetarium

    Science.gov (United States)

    Kortenkamp, Stephen J.

    2015-11-01

    Students at the University of Arizona have a relatively rare opportunity to learn in a state-of-the-art planetarium. Originally opened as a campus planetarium in 1975, the Flandrau Science Center recently expanded into the digital realm. In 2014 Flandrau’s antique Minolta star projector was joined by a full-dome 4K digital projection system powered by a high performance computer cluster. Currently three science courses are taught in the planetarium for non-science majors — stellar astronomy, astrobiology, and planetary science (taught by SJK).The new digital system allows us to take our classes off the surface of Earth on a journey into the cosmos. Databases from dozens of spacecraft missions and deep-space telescopic surveys are tapped by the software to generate a realistic immersive 3D perspective of the universe, from local planets, satellites and rings to distant stars and galaxies all the way out to the limit of the visible universe. Simple clicks of a mouse allow us to change the orientation, trajectory, and speed of the virtual spacecraft, giving our students diverse views of different phenomena.The challenge with this system is harnessing the entertainment aspect for educational purposes. The visualization capabilities allow us to artificially enhance certain features and time scales. For example, the sizes of Earth and the moon can be enlarged on-the-fly to help demonstrate phases and eclipses. Polar axes and latitude lines can be added to Earth as it orbits the sun to help convey the reasons for seasons. Orbital paths can be highlighted to allow students to more accurately comprehend the population of near-Earth asteroids.These new immersive computer-generated visualization techniques have the potential to enhance comprehension in science education, especially for concepts involving 3D spatial and temporal relationships. Whether or not this potential is being realized will require studies to gauge student learning and retention beyond the short

  5. Providing Support for Non-Native Learners of English in the Social Studies Classroom: Integrating Verbal Interactive Activities and Technology.

    Science.gov (United States)

    Egbert, Joy; Simich-Dudgeon, Carmen

    2001-01-01

    Discusses using verbal interactions to foster social studies learning, the language and content needs of immigrant students, and strategies that are effective with non-native English learners. Introduces two technology-enhanced, verbal-interactive activities, using personal narratives and storytelling in social studies, for both middle and high…

  6. Noise exposure and hearing impairment among Chinese restaurant workers and entertainment employees in Hong Kong.

    Directory of Open Access Journals (Sweden)

    Xiang Qian Lao

    Full Text Available BACKGROUND: Noise-induced hearing loss (NIHL is a major concern in the non-manufacturing industries. This study aimed to investigate the occupational noise exposure and the NIHL among Chinese restaurant workers and entertainment employees working in the service industry in Hong Kong. METHODS: This cross-sectional survey involved a total of 1,670 participants. Among them, 937 were randomly selected from the workers of Chinese restaurants and 733 were selected from workers in three entertainment sectors: radio and television stations; cultural performance halls or auditoria of the Leisure and Cultural Services Department (LCSD; and karaoke bars. Noise exposure levels were measured in the sampled restaurants and entertainment sectors. Each participant received an audiometric screening test. Those who were found to have abnormalities were required to take another diagnostic test in the health center. The "Klockhoff digit" method was used to classify NIHL in the present study. RESULTS: The main source of noise inside restaurants was the stoves. The mean hearing thresholds showed a typical dip at 3 to 6 KHz and a substantial proportion (23.7% of the workers fulfilled the criteria for presumptive NIHL. For entertainment sectors, employees in radio and television stations generally had higher exposure levels than those in the halls or auditoria of the LCSD and karaoke bars. The mean hearing thresholds showed a typical dip at 6 KHz and a substantial proportion of the employees fulfilled the criteria for presumptive NIHL (38.6%, 95%CI: 35.1-42.1%. Being male, older, and having longer service and daily alcohol consumption were associated with noise-induced hearing impairment both in restaurant workers and entertainment employees. CONCLUSION: Excessive noise exposure is common in the Chinese restaurant and entertainment industries and a substantial proportion of restaurant workers and entertainment employees suffer from NIHL. Comprehensive hearing

  7. Noise exposure and hearing impairment among Chinese restaurant workers and entertainment employees in Hong Kong.

    Science.gov (United States)

    Lao, Xiang Qian; Yu, Ignatius Tak Sun; Au, Dennis Kin Kwok; Chiu, Yuk Lan; Wong, Claudie Chiu Yi; Wong, Tze Wai

    2013-01-01

    Noise-induced hearing loss (NIHL) is a major concern in the non-manufacturing industries. This study aimed to investigate the occupational noise exposure and the NIHL among Chinese restaurant workers and entertainment employees working in the service industry in Hong Kong. This cross-sectional survey involved a total of 1,670 participants. Among them, 937 were randomly selected from the workers of Chinese restaurants and 733 were selected from workers in three entertainment sectors: radio and television stations; cultural performance halls or auditoria of the Leisure and Cultural Services Department (LCSD); and karaoke bars. Noise exposure levels were measured in the sampled restaurants and entertainment sectors. Each participant received an audiometric screening test. Those who were found to have abnormalities were required to take another diagnostic test in the health center. The "Klockhoff digit" method was used to classify NIHL in the present study. The main source of noise inside restaurants was the stoves. The mean hearing thresholds showed a typical dip at 3 to 6 KHz and a substantial proportion (23.7%) of the workers fulfilled the criteria for presumptive NIHL. For entertainment sectors, employees in radio and television stations generally had higher exposure levels than those in the halls or auditoria of the LCSD and karaoke bars. The mean hearing thresholds showed a typical dip at 6 KHz and a substantial proportion of the employees fulfilled the criteria for presumptive NIHL (38.6%, 95%CI: 35.1-42.1%). Being male, older, and having longer service and daily alcohol consumption were associated with noise-induced hearing impairment both in restaurant workers and entertainment employees. Excessive noise exposure is common in the Chinese restaurant and entertainment industries and a substantial proportion of restaurant workers and entertainment employees suffer from NIHL. Comprehensive hearing conservation programs should be introduced to the service industry

  8. Provider interaction with the electronic health record: The effects on patient-centered communication in medical encounters

    Science.gov (United States)

    Street, Richard L.; Liu, Lin; Farber, Neil J.; Chen, Yunan; Calvitti, Alan; Zuest, Danielle; Gabuzda, Mark T.; Bell, Kristin; Gray, Barbara; Rick, Steven; Ashfaq, Shazia; Agha, Zia

    2015-01-01

    Objective The computer with the electronic health record (EHR) is an additional ‘interactant’ in the medical consultation, as clinicians must simultaneously or in alternation engage patient and computer to provide medical care. Few studies have examined how clinicians' EHR workflow (e.g., gaze, keyboard activity, and silence) influences the quality of their communication, the patient's involvement in the encounter, and conversational control of the visit. Methods Twenty-three primary care providers (PCPs) from USA Veterans Administration (VA) primary care clinics participated in the study. Up to 6 patients per PCP were recruited. The proportion of time PCPs spent gazing at the computer was captured in real time via video-recording. Mouse click/scrolling activity was captured through Morae, a usability software that logs mouse clicks and scrolling activity. Conversational silence was coded as the proportion of time in the visit when PCP and patient were not talking. After the visit, patients completed patient satisfaction measures. Trained coders independently viewed videos of the interactions and rated the degree to which PCPs were patient-centered (informative, supportive, partnering) and patients were involved in the consultation. Conversational control was measured as the proportion of time the PCP held the floor compared to the patient. Results The final sample included 125 consultations. PCPs who spent more time in the consultation gazing at the computer and whose visits had more conversational silence were rated lower inpatient-centeredness. PCPs controlled more of the talk time in the visits that also had longer periods of mutual silence. Conclusions PCPs were rated as having less effective communication when they spent more time looking at the computer and when there was more periods of silence in the consultation. Because PCPs increasingly are using the EHR in their consultations, more research is needed to determine effective ways that they can

  9. DoD Cardholders Used Their Government Travel Cards for Personal Use at Casinos and Adult Entertainment Establishments

    Science.gov (United States)

    2015-05-19

    1 9 , 2 0 1 5 DoD Cardholders Used Their Government Travel Cards for Personal Use at Casinos and Adult Entertainment Establishments Report No...Travel Cards for Personal Use at Casinos and Adult Entertainment Establishments 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6...D2014-D000CL-0201.000) │ i Results in Brief DoD Cardholders Used Their Government Travel Cards for Personal Use at Casinos and Adult Entertainment

  10. X-ray Raman scattering provides evidence for interfacial acetonitrile-water dipole interactions in aqueous solutions

    Science.gov (United States)

    Huang, Ningdong; Nordlund, Dennis; Huang, Congcong; Bergmann, Uwe; Weiss, Thomas M.; Pettersson, Lars G. M.; Nilsson, Anders

    2011-01-01

    Aqueous solutions of acetonitrile (MeCN) have been studied with oxygen K-edge x-ray Raman scattering (XRS) which is found to be sensitive to the interaction between water and MeCN. The changes in the XRS spectra can be attributed to water directly interacting with MeCN and are reproduced by density functional theory calculations on small clusters of water and MeCN. The dominant structural arrangement features dipole interaction instead of H-bonds between the two species as revealed by the XRS spectra combined with spectrum calculations. Small-angle x-ray scattering shows the largest heterogeneity for a MeCN to water ratio of 0.4 in agreement with earlier small-angle neutron scattering data. PMID:22047254

  11. Best of Affective Computing and Intelligent Interaction 2013 in Multimodal Interactions

    NARCIS (Netherlands)

    Soleymani, Mohammad; Soleymani, M.; Pun, T.; Pun, Thierry; Nijholt, Antinus

    The fifth biannual Humaine Association Conference on Affective Computing and Intelligent Interaction (ACII 2013) was held in Geneva, Switzerland. This conference featured the recent advancement in affective computing and relevant applications in education, entertainment and health. A number of

  12. “Musekeweya”, an entertainment-education radio soap opera

    African Journals Online (AJOL)

    Administrator

    variable of time in communication for social change in respect to Musekeweya. Another area of research interest is the relationship between interactive activities adopted by La Benevolencija - Rwanda and the radio drama focusing on audience reception. References. Bandura, A. (1977). Social Learning Theory. Englewood ...

  13. A Hybrid Artificial Reputation Model Involving Interaction Trust, Witness Information and the Trust Model to Calculate the Trust Value of Service Providers

    Directory of Open Access Journals (Sweden)

    Gurdeep Singh Ransi

    2014-02-01

    Full Text Available Agent interaction in a community, such as the online buyer-seller scenario, is often uncertain, as when an agent comes in contact with other agents they initially know nothing about each other. Currently, many reputation models are developed that help service consumers select better service providers. Reputation models also help agents to make a decision on who they should trust and transact with in the future. These reputation models are either built on interaction trust that involves direct experience as a source of information or they are built upon witness information also known as word-of-mouth that involves the reports provided by others. Neither the interaction trust nor the witness information models alone succeed in such uncertain interactions. In this paper we propose a hybrid reputation model involving both interaction trust and witness information to address the shortcomings of existing reputation models when taken separately. A sample simulation is built to setup buyer-seller services and uncertain interactions. Experiments reveal that the hybrid approach leads to better selection of trustworthy agents where consumers select more reputable service providers, eventually helping consumers obtain more gains. Furthermore, the trust model developed is used in calculating trust values of service providers.

  14. Amino acid interaction networks provide a new lens for therapeutic antibody discovery and anti-viral drug optimization.

    Science.gov (United States)

    Viswanathan, Karthik; Shriver, Zachary; Babcock, Gregory J

    2015-04-01

    Identification of epitopes on viral proteins for the design/identification of broadly-neutralizing monoclonal antibodies (bnAbs) or specific immunogens for vaccine development is hampered by target amino acid diversity. Recently, bnAbs have been isolated for variable viruses by screening B cells from infected individuals for neutralization breadth. Epitope mapping and structural analysis of bnAbs revealed, while some of these bnAbs target glycan moieties, most target protein regions that are conserved in sequence and/or structure. However, almost universally viruses develop mutations that allow escape from neutralization suggesting protein function may not be dependent on the observed conservation. An alternative method for identification of conserved amino acid sequences utilizes an amino acid network-based approach. Calculation of a significant interaction network (SIN) score allows for selection of amino acids that are conserved and constrained within the protein system. Amino acids with high SIN scores are predicted to mutate at lower frequency due to the impact mutation has on the structure/function of a protein. By ascertaining regions of high SIN score, therapeutics can be appropriately designed to target these regions of low mutability. Further, the use of atomic interaction networks to examine protein structure and protein-protein interfaces can complement existing structure-based computational approaches for therapeutic engineering. Copyright © 2015 Elsevier B.V. All rights reserved.

  15. 26 CFR 1.274-2 - Disallowance of deductions for certain expenses for entertainment, amusement, recreation, or travel.

    Science.gov (United States)

    2010-04-01

    ... setting. For example, entertainment of business representatives and civic leaders at the opening of a new..., entertainment include yachts, hunting lodges, fishing camps, swimming pools, tennis courts, bowling alleys... social, athletic, or sporting club or organization, bowling alley, tennis court, or swimming pool, or, (b...

  16. 75 FR 37651 - United States et al. v. Ticketmaster Entertainment, Inc. et al.; Public Comments and Response on...

    Science.gov (United States)

    2010-06-29

    ... Philadelphia 76ers, a venue/sports marketing company, and a food services company whose clients include major... Entertainment's ``domination of the promotion of popular music concerts by major artists and control of venues... ``popular music concerts by major artists'' is actually 70% and that Live Nation Entertainment's dominance...

  17. Entertainment Education and Social Change: Evaluating a Children's Soap Opera in Kenya

    Science.gov (United States)

    de Block, Liesbeth

    2012-01-01

    This article discusses audience responses to a children's soap opera produced and broadcast in Kenya. It examines the evaluation process in relation to qualitative audience research within Cultural Studies. It challenges an Entertainment-Education model of media as vehicles for messages and links strongly with Communication for Social Change…

  18. Getting the story right: making computer-generated stories more entertaining

    NARCIS (Netherlands)

    Oinonen, K.M.; Theune, Mariet; Nijholt, Antinus; Heylen, Dirk K.J.; Maybury, Mark; Stock, Oliviero; Wahlster, Wolfgang

    2005-01-01

    In this paper we describe our efforts to increase the entertainment value of the stories generated by our story generation system, the Virtual Storyteller, at the levels of plot creation, discourse generation and spoken language presentation. We also discuss the construction of a story database that

  19. Rape as Spectator Sport and Creepshot Entertainment: Social Media and the Valorization of Lack of Consent

    Directory of Open Access Journals (Sweden)

    Kelly Oliver

    2016-10-01

    Full Text Available Lack of consent is valorized within popular culture to the point that sexual assault has become a spectator sport and creepshot entertainment on social media. Indeed, the valorization of nonconsensual sex has reached the extreme where sex with unconscious girls, especially accompanied by photographs as trophies, has become a goal of some boys and men.

  20. Televised Entertainment-Education to Prevent Adolescent Alcohol Use: Perceived Realism, Enjoyment, and Impact

    NARCIS (Netherlands)

    Leeuwen, van G.B.; Renes, R.J.; Leeuwis, C.

    2013-01-01

    Alcohol use among adolescents is a concern in the Netherlands because of its high prevalence and risks. To discourage adolescents from drinking alcohol, a televised entertainment-education (E-E) intervention was developed. This study investigated responses of adolescents on perceived realism and

  1. Televised Entertainment-Education to Prevent Adolescent Alcohol Use: Perceived Realism, Enjoyment, and Impact

    Science.gov (United States)

    van Leeuwen, Lonneke; Renes, Reint Jan; Leeuwis, Cees

    2013-01-01

    Alcohol use among adolescents is a concern in the Netherlands because of its high prevalence and risks. To discourage adolescents from drinking alcohol, a televised entertainment-education (E-E) intervention was developed. This study investigated responses of adolescents on perceived realism and enjoyment of the E-E intervention, as well as its…

  2. Ugandan Adolescents' Sources, Interpretation and Evaluation of Sexual Content in Entertainment Media Programming

    Science.gov (United States)

    Miller, Ann Neville; Nalugya, Evangeline; Gabolya, Charles; Lagot, Sarah; Mulwanya, Richard; Kiva, Joseph; Nabasaaka, Grace; Chibita, Monica

    2016-01-01

    Although mounting evidence in Western nations indicates that entertainment media influence young people's sexual socialisation, virtually no research has addressed the topic in sub-Saharan Africa. The present study employed 14 focus groups of Ugandan high school students to identify media through which they were exposed to sexual content, how they…

  3. A Televised Entertainment-Education Drama to Promote Positive Discussion about Organ Donation

    Science.gov (United States)

    Khalil, Georges E.; Rintamaki, Lance S.

    2014-01-01

    This article investigates pathways between the exposure to an entertainment-education (E-E) television drama called "Three Rivers" and positive discussion of organ donation among viewers of the drama in the United States. A cross-sectional survey was conducted using an online advertising for a period of one week. Survey participants…

  4. Rape as Spectator Sport and Creepshot Entertainment: Social Media and the Valorization of Lack of Consent

    OpenAIRE

    Kelly Oliver

    2016-01-01

    Lack of consent is valorized within popular culture to the point that sexual assault has become a spectator sport and creepshot entertainment on social media. Indeed, the valorization of nonconsensual sex has reached the extreme where sex with unconscious girls, especially accompanied by photographs as trophies, has become a goal of some boys and men.

  5. HIV-related risk among female migrants working in entertainment venues in China.

    Science.gov (United States)

    Huang, Wen; Operario, Don; Dong, Yanyan; Zaller, Nickolas; Song, Dandan; He, Huan; Tao, Haidong; Xia, Junrui; Zhang, Hongbo

    2014-06-01

    China has experienced a surge in internal migration during the past decade, and migrant populations have been identified as a high-risk group for HIV and other sexually transmitted infections (STIs). Young female migrants often find employment in entertainment venues (bars, karaoke parlors, and massage parlors) located in metropolitan cities, and sex work transactions frequently occur in these venues. We examined factors associated with risk for HIV, other STIs, and reproductive health challenges in a cross-sectional study of 358 young female migrants, ages 18-29, working in entertainment venues in a rapidly growing urban city in China. Results indicate high levels of behavioral risk for HIV and other STIs, low rates of HIV testing, and high prevalence of problem drinking and mental health problems, including recent depression symptoms and suicidal ideation. Factors associated with increased STIs and genitourinary tract infections included commercial sex work, early sexual debut, abortion history, illicit drug use, and anxiety. Factors associated with increased HIV testing included employment in an affluent entertainment venue, education level, knowledge about where to obtain free HIV tests, condom use, and general HIV/AIDS knowledge. Findings of this study highlight the insufficient coverage of current public health services to female migrants working in entertainment venues and call for more assertive prevention interventions to mitigate risk for sexual, reproductive, behavioral, and mental health problems in this mobile population.

  6. Class and Gender in Prime-Time Television Entertainment: Observations from a Socialist Feminist Perspective.

    Science.gov (United States)

    Steeves, H. Leslie; Smith, Marilyn Crafton

    1987-01-01

    Assesses representations of women in television entertainment programs from a socialist feminist perspective. Elaborates on socialist feminist theory, presents concepts for an analysis of both class and gender oppression, and argues that most socialist feminist cultural studies do not address these categories adequately. Uses these concepts to…

  7. 78 FR 65649 - Ganley Ford West, Inc.; Timonium Chrysler, Inc.; TRENDnet, Inc.; Pinnacle Entertainment, Inc...

    Science.gov (United States)

    2013-11-01

    ... From the Federal Register Online via the Government Publishing Office FEDERAL TRADE COMMISSION Ganley Ford West, Inc.; Timonium Chrysler, Inc.; TRENDnet, Inc.; Pinnacle Entertainment, Inc.; Honeywell... the following: 1. In the Matter of Ganley Ford West, Inc., File No. 122 3269 (Consent Agreement): http...

  8. Origin of CaCl2 brines by basalt-seawater interaction: Insights provided by some simple mass balance calculations

    Science.gov (United States)

    Hardie, Lawrence A.

    1983-06-01

    Modern rift zone hydrothermal brines are typically CaCl2-bearing brines, an unusual chemical signature they share with certain oil field brines, fluid inclusions in ore minerals and a few uncommon saline lakes. Many origins have been suggested for such CaCl2 brines but in the Reykjanes, Iceland, geothermal system a strong empirical case can be made for a basalt-seawater interaction origin. To examine this mechanism of CaCl2 brine evolution some simple mass balance calculations were carried out. Average Reykjanes olivine tholeiite was “reacted” with average North Atlantic seawater to make an albite-chlorite-epidotesphene rock using Al2O3 as the conservative rock component and Cl as the conservative fluid component. The excess components released by the basalt to the fluid were “precipitated” at 275° C as quartz, calcite, anhydrite, magnetite and pyrite to complete the conversion to greenstone. The resulting fluid was a CaCl2 brine of seawater chlorinity with a composition remarkably similar to the actual Reykjanes brine at 1750 m depth. Thus, the calculations strongly support the idea that the Reykjanes CaCl2 brines result from “closed system” oceanic basalt-seawater interaction (albitization — chloritization mechanism) at greenschist facies temperatures. The calculation gives a seawater: basalt mass ratio of 3∶1 to 4∶1 (vol. ratio of 9∶1 to 12∶1), in keeping with experimental results, submarine vent data and with ocean crust cooling calculations. The brine becomes anoxic because there is insufficient dissolved or combined oxygen to balance all the Fe released from the basalt during alteration. Large excesses of Ca are released to the fluid and precipitate out in the form of anhydrite which essentially sweeps the brine free of sulfate leaving an elevated Ca concentration. The calculated rock-water interaction basically involves Na + Mg + SO4 ⇌ Ca + K, simulating chemical differences observed between oceanic basalts and greenstones from many

  9. An Interactive Immersive Serious Game Application for Kunyu Quantu World Map

    Science.gov (United States)

    Peng, S.-T.; Hsu, S.-Y.; Hsieh, K.-C.

    2015-08-01

    In recent years, more and more digital technologies and innovative concepts are applied on museum education. One of the concepts applied is "Serious game." Serious game is not designed for entertainment purpose but allows users to learn real world's cultural and educational knowledge in the virtual world through game-experiencing. Technologies applied on serious game are identical to those applied on entertainment game. Nowadays, the interactive technology applications considering users' movement and gestures in physical spaces are developing rapidly, which are extensively used in entertainment games, such as Kinect-based games. The ability to explore space via Kinect-based games can be incorporated into the design of serious game. The ancient world map, Kunyu Quantu, from the collection of the National Palace Museum is therefore applied in serious game development. In general, the ancient world map does not only provide geological information, but also contains museum knowledge. This particular ancient world map is an excellent content applied in games as teaching material. In the 17th century, it was first used by a missionary as a medium to teach the Kangxi Emperor of the latest geologic and scientific spirits from the West. On this map, it also includes written biological knowledge and climate knowledge. Therefore, this research aims to present the design of the interactive and immersive serious game based installation that developed from the rich content of the Kunyu Quantu World Map, and to analyse visitor's experience in terms of real world's cultural knowledge learning and interactive responses.

  10. INTERACTIVE MOTION PLATFORMS AND VIRTUAL REALITY FOR VEHICLE SIMULATORS

    Directory of Open Access Journals (Sweden)

    Evžen Thöndel

    2017-12-01

    Full Text Available Interactive motion platforms are intended for vehicle simulators, where the direct interaction of the human body is used for controlling the simulated vehicle (e.g. bicycle, motorbike or other sports vehicles. The second use of interactive motion platforms is for entertainment purposes or fitness. The development of interactive motion platforms reacts to recent calls in the simulation industry to provide a device, which further enhances the virtual reality experience, especially with connection to the new and very fast growing business in virtual reality glasses. The paper looks at the design and control of an interactive motion platform with two degrees of freedom to be used in virtual reality applications. The paper provides the description of the control methods and new problems related to the virtual reality sickness are discussed here.

  11. Interactive Television: The Influence of User Control and Interactive Structure.

    Science.gov (United States)

    Gagnon, Diana; And Others

    A series of studies underway at the Audience Research Facility at MIT (the Massachusetts Institute of Technology) are examining the influence of interactive video on learning and entertainment television viewing. The first study compared the learning of spatial content from interactive (user controlled video games) versus observational…

  12. Sex work and risky sexual behaviors among foreign entertainment workers in urban Singapore: findings from Mystery Client Survey.

    Science.gov (United States)

    Wong, Mee-Lian; Chan, Roy; Tan, Hiok Hee; Yong, Eunice; Lee, Lionel; Cutter, Jeffrey; Tay, Joanne; Koh, David

    2012-12-01

    Globalization has led to a rapid influx of female workers from Asian countries with high prevalence of HIV to Singapore, with many entering the entertainment industry. We assessed the prevalence of sexual services, condom use, and self-initiated screening for sexually transmitted infections (STIs) and associated variables among foreign female entertainment workers in Singapore. A cross-sectional survey of 317 female entertainment workers, using mystery clients, was conducted on a two-stage proportional cluster sample of 93 entertainment establishments stratified by geographical zone in Singapore. We found a high prevalence (71 %) of sexual services in entertainment establishments with 53 % of the female entertainment workers reporting selling sex. Consistent condom use for sex with paying clients in a usual week in the past 3 months was low, ranging from 37.9 % for oral sex, 46.9 % for anal sex, to 51.9 % for vaginal sex. On multivariate logistic regression, consistent condom use for vaginal sex with clients showed a significant independent association with the entertainment worker's behavior of asking clients to use condoms and a borderline association with entertainment worker being a Chinese national. Less than half (48.9 %) of the sex workers had ever been screened for STIs either locally or in their home country. The only independent factor significantly associated with STI screening was having to support one's family. In summary, a high percentage of foreign female entertainment workers in Singapore reported selling sex. Condom use and STI screening were low among them. Access to STI screening, treatment, and education services should be enhanced for foreign female entertainment workers in Singapore.

  13. Exploring replay value: Shifts and continuities in user experiences between first and second exposure to an interactive story

    NARCIS (Netherlands)

    Roth, C.; Vermeulen, I.E.; Vorderer, P.A.; Klimmt, C.

    2012-01-01

    While replay value is a common term in interactive entertainment, psychological research on its meaning in terms of user experiences is sparse. An exploratory experiment using the interactive drama "Façade" was conducted (n=50) to examine shifts and continuities in entertainment-related user

  14. 3D WEB VISUALIZATION OF ENVIRONMENTAL INFORMATION – INTEGRATION OF HETEROGENEOUS DATA SOURCES WHEN PROVIDING NAVIGATION AND INTERACTION

    Directory of Open Access Journals (Sweden)

    L. Herman

    2015-08-01

    Full Text Available 3D information is essential for a number of applications used daily in various domains such as crisis management, energy management, urban planning, and cultural heritage, as well as pollution and noise mapping, etc. This paper is devoted to the issue of 3D modelling from the levels of buildings to cities. The theoretical sections comprise an analysis of cartographic principles for the 3D visualization of spatial data as well as a review of technologies and data formats used in the visualization of 3D models. Emphasis was placed on the verification of available web technologies; for example, X3DOM library was chosen for the implementation of a proof-of-concept web application. The created web application displays a 3D model of the city district of Nový Lískovec in Brno, the Czech Republic. The developed 3D visualization shows a terrain model, 3D buildings, noise pollution, and other related information. Attention was paid to the areas important for handling heterogeneous input data, the design of interactive functionality, and navigation assistants. The advantages, limitations, and future development of the proposed concept are discussed in the conclusions.

  15. Whipworm genome and dual-species transcriptome analyses provide molecular insights into an intimate host-parasite interaction.

    Science.gov (United States)

    Foth, Bernardo J; Tsai, Isheng J; Reid, Adam J; Bancroft, Allison J; Nichol, Sarah; Tracey, Alan; Holroyd, Nancy; Cotton, James A; Stanley, Eleanor J; Zarowiecki, Magdalena; Liu, Jimmy Z; Huckvale, Thomas; Cooper, Philip J; Grencis, Richard K; Berriman, Matthew

    2014-07-01

    Whipworms are common soil-transmitted helminths that cause debilitating chronic infections in man. These nematodes are only distantly related to Caenorhabditis elegans and have evolved to occupy an unusual niche, tunneling through epithelial cells of the large intestine. We report here the whole-genome sequences of the human-infective Trichuris trichiura and the mouse laboratory model Trichuris muris. On the basis of whole-transcriptome analyses, we identify many genes that are expressed in a sex- or life stage-specific manner and characterize the transcriptional landscape of a morphological region with unique biological adaptations, namely, bacillary band and stichosome, found only in whipworms and related parasites. Using RNA sequencing data from whipworm-infected mice, we describe the regulated T helper 1 (TH1)-like immune response of the chronically infected cecum in unprecedented detail. In silico screening identified numerous new potential drug targets against trichuriasis. Together, these genomes and associated functional data elucidate key aspects of the molecular host-parasite interactions that define chronic whipworm infection.

  16. Striga parasitizes transgenic hairy roots of Zea mays and provides a tool for studying plant-plant interactions

    Directory of Open Access Journals (Sweden)

    Runo Steven

    2012-06-01

    Full Text Available Abstract Background Striga species are noxious root hemi-parasitic weeds that debilitate cereal production in sub-Saharan Africa (SSA. Control options for Striga are limited and developing Striga resistant crop germplasm is regarded as the best and most sustainable control measure. Efforts to improve germplasm for Striga resistance by a non-Genetic Modification (GM approach, for example by exploiting natural resistance, or by a GM approach are constrained by limited information on the biological processes underpinning host-parasite associations. Additionaly, a GM approach is stymied by lack of availability of candidate resistance genes for introduction into hosts and robust transformation methods to validate gene functions. Indeed, a majority of Striga hosts, the world’s most cultivated cereals, are recalcitrant to genetic transformation. In maize, the existing protocols for transformation and regeneration are tedious, lengthy, and highly genotype-specific with low efficiency of transformation. Results We used Agrobacterium rhizogenes strain K599 carrying a reporter gene construct, Green Fluorescent Protein (GFP, to generate transgenic composite maize plants that were challenged with the parasitic plant Striga hermonthica. Eighty five percent of maize plants produced transgenic hairy roots expressing GFP. Consistent with most hairy roots produced in other species, transformed maize roots exhibited a hairy root phenotype, the hallmark of A. rhizogenes mediated transformation. Transgenic hairy roots resulting from A. rhizogenes transformation were readily infected by S. hermonthica. There were no significant differences in the number and size of S. hermonthica individuals recovered from either transgenic or wild type roots. Conclusions This rapid, high throughput, transformation technique will advance our understanding of gene function in parasitic plant-host interactions.

  17. Striga parasitizes transgenic hairy roots of Zea mays and provides a tool for studying plant-plant interactions.

    Science.gov (United States)

    Runo, Steven; Macharia, Sarah; Alakonya, Amos; Machuka, Jesse; Sinha, Neelima; Scholes, Julie

    2012-06-21

    Striga species are noxious root hemi-parasitic weeds that debilitate cereal production in sub-Saharan Africa (SSA). Control options for Striga are limited and developing Striga resistant crop germplasm is regarded as the best and most sustainable control measure. Efforts to improve germplasm for Striga resistance by a non-Genetic Modification (GM) approach, for example by exploiting natural resistance, or by a GM approach are constrained by limited information on the biological processes underpinning host-parasite associations. Additionaly, a GM approach is stymied by lack of availability of candidate resistance genes for introduction into hosts and robust transformation methods to validate gene functions. Indeed, a majority of Striga hosts, the world's most cultivated cereals, are recalcitrant to genetic transformation. In maize, the existing protocols for transformation and regeneration are tedious, lengthy, and highly genotype-specific with low efficiency of transformation. We used Agrobacterium rhizogenes strain K599 carrying a reporter gene construct, Green Fluorescent Protein (GFP), to generate transgenic composite maize plants that were challenged with the parasitic plant Striga hermonthica. Eighty five percent of maize plants produced transgenic hairy roots expressing GFP. Consistent with most hairy roots produced in other species, transformed maize roots exhibited a hairy root phenotype, the hallmark of A. rhizogenes mediated transformation. Transgenic hairy roots resulting from A. rhizogenes transformation were readily infected by S. hermonthica. There were no significant differences in the number and size of S. hermonthica individuals recovered from either transgenic or wild type roots. This rapid, high throughput, transformation technique will advance our understanding of gene function in parasitic plant-host interactions.

  18. Bumball: Highly Engaging, Highly Inclusive, and Highly Entertaining

    Science.gov (United States)

    Hall, Amber; Barney, David; Wilkinson, Carol

    2014-01-01

    Physical educators are always looking for new and exciting games and activities in which students can participate. This article describes Bumball, a high-intensity game that provides the opportunity for students to use many common game skills, such as hand-eye coordination, passing to a target, running, playing defense, and getting to an open…

  19. Social Issue Entertainment 2.0: How pop culture, behavioral science and impact evaluation can motivate social and environmental change (Invited)

    Science.gov (United States)

    Shome, D.

    2010-12-01

    Mainstream entertainment’s influence on our cognition, emotions, and behavior is often profound. Mass media permeates both the public and private spheres of society, saturating communities with messages from a diverse range of sources. While advertisers regularly take advantage of the extensive reach and influence of the media, social scientists, policy makers, and nonprofits have seen little success in incorporating social and environmental messaging into entertainment. Harmony Institute’s goal is to harness the power of mainstream media to provide US audiences with entertainment that educates on social and environmental issues and increases both individual and community action. The entertainment the Institute helps to produce connects with viewers on both a cognitive and emotional level. The Institute uses innovative methods across disciplines in order to measure entertainment’s impact and influence. Since its founding two years ago, the Institute has worked on a wide range of projects that have helped to establish its methodology for measured impact that applies behavioral science theory and entertainment to social and environmental issues. Projects spanning media platforms and social/environmental issues have included a web serial drama incorporating issues of water conservation and ocean stewardship into the narrative and a fotonovela for Hispanic youth in Houston focused on local environmental issues. In summer 2010, the Harmony Institute released FTW! Net Neutrality For The Win: How Entertainment and the Science of Influence Can Save Your Internet, an issue-specific communications guide about open Internet access that explains how to craft a communications strategy that connects with audiences using behavioral science research findings. In 2010-2011, the Institute will focus on measuring the impact and influence that media can have on social and environmental issues. The Institute has developed a comprehensive media evaluation methodology that employs

  20. The Essential Guide to Flash Games Building Interactive Entertainment with ActionScript

    CERN Document Server

    Fulton, J

    2010-01-01

    The Essential Guide to Flash Games is a unique tool for Flash game developers. Rather than focusing on a bunch of low-level how-to material, this book dives straight into building games. The book is divided into specific game genre projects, covering everything from old classics such as a Missile Command-style game, to hot new genres such as retro evolved. The chapters build in complexity through the book, and new tools are introduced along the way that can be reused for other games. * The game projects covered start simple and increase in complexity as more and more tools are added to your to

  1. Estimating the risk for suicide following the suicide deaths of 3 Asian entertainment celebrities: a meta-analytic approach.

    Science.gov (United States)

    Fu, King-Wa; Yip, Paul S F

    2009-06-01

    Evidence suggests that there is an increase in the suicide rate following incidents of celebrity suicide in different countries, but there are no data on the overall suicide risk across countries. The duration of increased suicide rates is usually assumed to be on a monthly basis, but the weekly increase remains uncertain. This study aims at estimating the risk for suicide after the suicide deaths of entertainment celebrities in Asia during the first 4 weeks after the celebrity suicides and on a weekly basis. An ecological, retrospective time-series analysis and a meta-analysis of the suicide deaths in 3 Asian regions: Hong Kong (from 2001 to 2003), Taiwan, and South Korea (both from 2003 to 2005). The combined risks for suicide were found to be 1.43 (95% CI = 1.23 to 1.66), 1.29 (95% CI = 1.12 to 1.50), and 1.25 (95% CI = 1.08 to 1.45) in the first, second, and third week, respectively, after suicides of entertainment celebrities, while adjusting for secular trends, seasonality, economic situation, and temporal autocorrelation. The same-gender and same-method specific increases suggest that as people identify more with the celebrity, their risk for suicide rises. A medium-term rise in suicides up to 24 weeks after the incidents of celebrity suicide is also evident. This study is the first to estimate risk for suicides following celebrity suicides across 3 Asian regions. The results provide important information for public health policy makers in assessing the elevated risk associated with excessive media coverage of celebrity suicide and developing timely evidence-based interventions. Copyright 2009 Physicians Postgraduate Press, Inc.

  2. The War Film: Historical Perspective or Simple Entertainment

    Science.gov (United States)

    2001-06-01

    making of combat or war films; the general characteristics and demographics of the soldier; identification and a brief description of historical...of 70 the color from the completed film to give it more of a sepia tone. Spielberg felt that more color glamorizes the war.112 Spielberg openly...receiving a wound. The officers portrayed in these films provided a variety of leadership examples that articulate the characteristics of the officer corps

  3. Predictors and Consequences of Negative Patient-Provider Interactions Among a Sample of African American Sexual Minority Women.

    Science.gov (United States)

    Li, Chien-Ching; Matthews, Alicia K; Aranda, Frances; Patel, Chirag; Patel, Maharshi

    2015-06-01

    Using Andersen's Behavioral Model of Health Services Utilization, we examined the associations between negative experience in a health care setting and subsequent reductions in health care utilization among African American sexual minority women (SMW). The data were collected as part of a larger study exploring health and health care experiences of a volunteer sample of African American SMW (n=226). We examined predisposing, enabling, and need factors as predictors of a negative experience and changes in health care utilization. More than one-third of the sample reported a negative health care experience in the past 5-years. One fourth of those reporting a negative experience attributed it to discrimination including race/ethnicity (70.4%), gender (58.2%), and sexual orientation (46.2%). (The categories were not mutually exclusive). Reduction in health care utilization (i.e., didn't see a doctor next time when they were ill) following the negative experience was common (34%). Predisposing (younger age), enabling (lack of insurance, part-time employment, and no regular provider), and need factors (living with a chronic illness) predicted experiencing a negative event. In multivariate analysis, health care factors (quality of health care, negative experience due to discrimination) and patient factors (passive coping response) were factors associated with reduced health care utilization. Problems in the patient-provider relationship were a significant factor in decreasing healthcare use among SMW. Anderson's model helped to inform our understanding of who might be at risk of experiencing a negative experience but not subsequent changes in health care utilization. Modifiable variables related to the health care environment and patient coping responses predicted changes in health care use.

  4. Disruptive staff interactions: a serious source of inter-provider conflict and stress in health care settings.

    Science.gov (United States)

    Stecker, Mona; Stecker, Mark M

    2014-07-01

    This study sought to explore the prevalence of workplace stress, gender differences, and the relationship of workplace incivility to the experience of stress. Effects of stress on performance have been explored for many years. Work stress has been at the root of many physical and psychological problems and has even been linked to medical errors and suboptimal patient outcomes. In this study, 617 respondents completed a Provider Conflict Questionnaire (PCQ) as well as a ten-item stress survey. Work was the main stressor according to 78.2% of respondents. The stress index was moderately high, ranging between 10 and 48 (mean = 25.5). Females demonstrated a higher stress index. Disruptive behavior showed a significant positive correlation with increased stress. This study concludes that employees of institutions with less disruptive behavior exhibited lower stress levels. This finding is important in improving employee satisfaction and reducing medical errors. It is difficult to retain experienced nurses, and stress is a significant contributor to job dissatisfaction. Moreover, workplace conflict and its correlation to increased stress levels must be managed as a strategy to reduce medical errors and increase job satisfaction.

  5. Playing in or out of character: User role differences in the experience of Interactive Storytelling

    NARCIS (Netherlands)

    Roth, C.; Vermeulen, I.E.; Vorderer, P.A.; Klimmt, C.; Pizzi, D.; Lugrin, J-L.; Cavazza, M.

    2012-01-01

    Interactive storytelling (IS) is a promising new entertainment technology synthesizing preauthored narrative with dynamic user interaction. Existing IS prototypes employ different modes to involve users in a story, ranging from individual avatar control to comprehensive control over the virtual

  6. Social Influence and Individual Risk Factors of HIV Unsafe Sex among Female Entertainment Workers in China

    Science.gov (United States)

    Yang, Xiushi; Xia, Guomei; Li, Xiaoming; Latkin, Carl; Celentano, David

    2010-01-01

    Female entertainment workers in China are at increased sexual risk of HIV, but causes of their unprotected sex remain poorly understood. We develop a model that integrates information-motivation-behavioral skills (IMB) with social influences and test the model in a venue-based sample of 732 female entertainment workers in Shanghai. Most IMB and social influence measures are statistically significant in bivariate relationships to condom use; only HIV prevention motivation and behavioral self-efficacy remain significant in the multiple regressions. Self-efficacy in condom use is the most proximate correlate, mediating the relationship between information and motivation and condom use. Both peer and venue supports are important, but their influences over condom use are indirect and mediated through prevention motivation and/or self-efficacy. Behavioral intervention is urgently needed and should take a multi-level approach, emphasizing behavioral skills training and promoting a supportive social/working environment. PMID:20166789

  7. Preference learning for cognitive modeling: a case study on entertainment preferences

    DEFF Research Database (Denmark)

    Yannakakis, Georgios; Maragoudakis, Manolis; Hallam, John

    2009-01-01

    investigated is to learn to predict the expressed entertainment preferences of children when playing physical games built on their personalized playing features (entertainment modeling). Two of the approaches are derived from the literature--the large-margin algorithm (LMA) and preference learning...... with Gaussian processes--while the remaining two are custom-designed approaches for the problem under investigation: meta-LMA and neuroevolution. Preference learning techniques are combined with feature set selection methods permitting the construction of effective preference models, given suitable individual...... in 66.66% of cases on previously unseen data (p-value = 0.0136) of a second physical activity control experiment. Results indicate the benefit of the use of neuroevolution and sequential forward selection for the investigated complex case study of cognitive modeling in physical games....

  8. The Werther Effect of Two Celebrity Suicides: an Entertainer and a Politician

    OpenAIRE

    Jae-Hyun Kim; Eun-Cheol Park; Jung-Mo Nam; Sohee Park; Jaelim Cho; Sun-Jung Kim; Jae-Woo Choi; Eun Cho

    2013-01-01

    PURPOSE: Suicide is a major health problem in Korea. Extensive media exposure of celebrity suicide may induce imitative suicide, a phenomenon called the Werther effect. We examined the increased suicide risk following the suicides of an entertainer and a politician, and identified the relative suicide risks. METHODS: News articles about the celebrity suicides were obtained from three major newspapers and analysed for quantitative and qualitative features. Imitative suicide risk was investigat...

  9. Use of "entertainment" chimpanzees in commercials distorts public perception regarding their conservation status.

    Directory of Open Access Journals (Sweden)

    Kara K Schroepfer

    Full Text Available Chimpanzees (Pan troglodytes are often used in movies, commercials and print advertisements with the intention of eliciting a humorous response from audiences. The portrayal of chimpanzees in unnatural, human-like situations may have a negative effect on the public's understanding of their endangered status in the wild while making them appear as suitable pets. Alternatively, media content that elicits a positive emotional response toward chimpanzees may increase the public's commitment to chimpanzee conservation. To test these competing hypotheses, participants (n = 165 watched a series of commercials in an experiment framed as a marketing study. Imbedded within the same series of commercials was one of three chimpanzee videos. Participants either watched 1 a chimpanzee conservation commercial, 2 commercials containing "entertainment" chimpanzees or 3 control footage of the natural behavior of wild chimpanzees. Results from a post-viewing questionnaire reveal that participants who watched the conservation message understood that chimpanzees were endangered and unsuitable as pets at higher levels than those viewing the control footage. Meanwhile participants watching commercials with entertainment chimpanzees showed a decrease in understanding relative to those watching the control footage. In addition, when participants were given the opportunity to donate part of their earnings from the experiment to a conservation charity, donations were least frequent in the group watching commercials with entertainment chimpanzees. Control questions show that participants did not detect the purpose of the study. These results firmly support the hypothesis that use of entertainment chimpanzees in the popular media negatively distorts the public's perception and hinders chimpanzee conservation efforts.

  10. Determinants of Multimedia, Entertainment, and Business Software Copyright Piracy: A Cross-national Study

    OpenAIRE

    Kranenburg Hans van; Hogenbrink Annelies

    2003-01-01

    This paper examines cross-national variations in piracy of U.S. copyright related products in the multimedia, entertainment, and software industry. To determine which economic, legal, and social factors cause the considerable differences in piracy of U.S. copyright industries’ products in individual countries, we tested 4 industry models. We find that for most industries piracy can be explained by the risk profile of the country involved (signalling economic and political stability and growth...

  11. Advertisements for children’s entertainment products in a popular parenting magazine: sedentary or active?

    OpenAIRE

    Basch, Corey H.; Aleksandar Kecojevic; Valerie Cadorett; Basch, Charles E.

    2017-01-01

    Background: The purpose of this study was to describe advertisements of children’s entertainment products in a popular magazine, Parents, and to determine if they illustrated behavior that was physically active or sedentary. Methods: The sample was comprised of Parents magazines (January 2010 to December 2015). Coding involved determining if the advertisement was promoting sedentary or active behavior. Results: Nearly all of the 169 advertisements in the sample (n = ...

  12. The werther effect of two celebrity suicides: an entertainer and a politician.

    Science.gov (United States)

    Kim, Jae-Hyun; Park, Eun-Cheol; Nam, Jung-Mo; Park, Sohee; Cho, Jaelim; Kim, Sun-Jung; Choi, Jae-Woo; Cho, Eun

    2013-01-01

    Suicide is a major health problem in Korea. Extensive media exposure of celebrity suicide may induce imitative suicide, a phenomenon called the Werther effect. We examined the increased suicide risk following the suicides of an entertainer and a politician, and identified the relative suicide risks. News articles about the celebrity suicides were obtained from three major newspapers and analysed for quantitative and qualitative features. Imitative suicide risk was investigated by applying a Poisson time series autoregression model with suicide mortality data from the National Statistics Office for 1.5 years before and 1.5 years after each celebrity's suicide. The period with a significantly increased number of suicides immediately after the celebrity's suicide determined the Werther effect band. The relative risk during this period was examined for different ages, genders, and suicide methods. News reports were more numerous and they contained more positive definitions about the entertainer's suicide. The risk of suicide deaths rose markedly after both celebrity suicides. However, the Werther effect band was longer for the entertainer (6 weeks) than for the politician (4 weeks). The relative suicide risk was significant for almost all ages and both genders during that of both individuals. Use of the same suicide method was a prominent risk factor after both celebrity suicides. Our results confirm the existence of imitative suicide behaviours, suggesting a facilitation effect of media reports. Guidelines for responsible media reporting need to be implemented to enhance public mental health in Korea.

  13. The werther effect of two celebrity suicides: an entertainer and a politician.

    Directory of Open Access Journals (Sweden)

    Jae-Hyun Kim

    Full Text Available PURPOSE: Suicide is a major health problem in Korea. Extensive media exposure of celebrity suicide may induce imitative suicide, a phenomenon called the Werther effect. We examined the increased suicide risk following the suicides of an entertainer and a politician, and identified the relative suicide risks. METHODS: News articles about the celebrity suicides were obtained from three major newspapers and analysed for quantitative and qualitative features. Imitative suicide risk was investigated by applying a Poisson time series autoregression model with suicide mortality data from the National Statistics Office for 1.5 years before and 1.5 years after each celebrity's suicide. The period with a significantly increased number of suicides immediately after the celebrity's suicide determined the Werther effect band. The relative risk during this period was examined for different ages, genders, and suicide methods. RESULTS: News reports were more numerous and they contained more positive definitions about the entertainer's suicide. The risk of suicide deaths rose markedly after both celebrity suicides. However, the Werther effect band was longer for the entertainer (6 weeks than for the politician (4 weeks. The relative suicide risk was significant for almost all ages and both genders during that of both individuals. Use of the same suicide method was a prominent risk factor after both celebrity suicides. CONCLUSIONS: Our results confirm the existence of imitative suicide behaviours, suggesting a facilitation effect of media reports. Guidelines for responsible media reporting need to be implemented to enhance public mental health in Korea.

  14. Entertainment-education and HIV/AIDS prevention: a field experiment in Tanzania.

    Science.gov (United States)

    Vaughan, P W; Rogers, E M; Singhal, A; Swalehe, R M

    2000-01-01

    Entertainment-education is the process of designing and implementing an entertainment program to increase audience members' knowledge about a social issue, create more favorable attitudes, and change their overt behaviors regarding the social issue. The results of a field experiment in Tanzania to measure the effects of a long-running entertainment-education radio soap opera, Twende na Wakati (Let's Go with the Times), on knowledge, attitudes, and adoption of human immunodeficiency virus (HIV)/acquired immune deficiency syndrome (AIDS) prevention behaviors are presented. Multiple independent measures of effects and the experimental design of this study confer strong internal and external validity regarding the results of this investigation. The effects of the radio program in Tanzania include (1) a reduction in the number of sexual partners by both men and women, and (2) increased condom adoption. The radio soap opera influenced these behavioral variables through certain intervening variables, including (1) self-perception of risk of contracting HIV/AIDS, (2) self-efficacy with respect to preventing HIV/AIDS, (3) interpersonal communication about HIV/AIDS, and (4) identification with, and role modeling of, the primary characters in the radio soap opera.

  15. Advertisements for children's entertainment products in a popular parenting magazine: sedentary or active?

    Science.gov (United States)

    Basch, Corey H; Kecojevic, Aleksandar; Cadorett, Valerie; Basch, Charles E

    2017-01-01

    Background: The purpose of this study was to describe advertisements of children's entertainment products in a popular magazine, Parents, and to determine if they illustrated behavior that was physically active or sedentary. Methods: The sample was comprised of Parents magazines (January 2010 to December 2015). Coding involved determining if the advertisement was promoting sedentary or active behavior. Results: Nearly all of the 169 advertisements in the sample (n = 166; 97.6%) were for products that depicted sedentary behavior. The most common types of entertainment products advertised were DVDs (n = 72), plastic stacking products (n = 18), books (n=14), and electronic devices (n = 13). The most popular theme that appeared in the advertisements was the entertainment product would enhance intelligence (n = 85; 50.3%, 95% CI: 0.43-0.58). The overwhelming majority (n = 136; 80.5%. 95% CI: 0.76-0.87) of the advertisements involved the presence of a character. Conclusion: This type of advertising does not contribute to the nation's goals of increasing physical activity among youth.

  16. Travel Series as TV Entertainment: Genre characteristics and touristic views on foreign countries

    Directory of Open Access Journals (Sweden)

    Anne Marit Waade

    2009-04-01

    Full Text Available Why is it not the deprived developing country, but rather the tempting destination the host arrives in when guiding the audience in a travel series? And how can we explore the specific combination of entertainment and education that travel series represent? Basically the travel series genre is a hybrid of journalistic documentary, entertaining lifestyle series and TV ads and the different series put different emphasis on the different genre elements. Travel series represent a certain kind of mediated consumption and they reflect lifestyle identity in relation to touristic consumer cultures. Like other lifestyle series dealing with consumption products and lifestyle markers encompassing fashion, food, garden, design and interior that balance somewhere between journalism and advertising, travel series typically deal with destinations, travel modes, cultural experiences and food as commodities. To understand the cultural and democratic value of travel series as a popular TV genre in the context of public service broadcasting, it is not the fact that the series contain educative and enlightening information about foreign cultures told in an entertaining and popular way that are of my interest. Rather it is tourism and media consumer culture as such, one has to expound as valuable democratic and cultural practice. The article presents different matrices of the respectively cultural and consumer knowledge that the different types of travel series include.

  17. Towards Bi-directional Dancing Interaction

    NARCIS (Netherlands)

    Reidsma, Dennis; van Welbergen, H.; Poppe, Ronald Walter; Bos, Pieter; Nijholt, Antinus; Harper, R.; Rauterberg, M; Combetto, M.

    Dancing is an entertaining form of taskless interaction.When interacting with a dancing Embodied Conversational Agent (ECA), the lack of a clear task presents the challenge of eliciting an interaction between user and ECA in a different way. In this paper we describe our Virtual Dancer, which is an

  18. Encoding Theory of Mind in Character Design for Pedagogical Interactive Narrative

    Directory of Open Access Journals (Sweden)

    Mei Si

    2014-01-01

    Full Text Available Computer aided interactive narrative allows people to participate actively in a dynamically unfolding story, by playing a character or by exerting directorial control. Because of its potential for providing interesting stories as well as allowing user interaction, interactive narrative has been recognized as a promising tool for providing both education and entertainment. This paper discusses the challenges in creating interactive narratives for pedagogical applications and how the challenges can be addressed by using agent-based technologies. We argue that a rich model of characters and in particular a Theory of Mind capacity are needed. The character architect in the Thespian framework for interactive narrative is presented as an example of how decision-theoretic agents can be used for encoding Theory of Mind and for creating pedagogical interactive narratives.

  19. THE ROLE OF THE LIVEABLE PROMENADE IN REVITALIZING AN ENTERTAINMENT TOURISM CITY: THE CASE OF SHARM EL-SHAIKH, EGYPT

    Directory of Open Access Journals (Sweden)

    Khalid S. Al-Hagla

    2010-03-01

    Full Text Available Promenades are major constituents of entertainment tourism cities and their contribution to liveability adds value to the entertainment qualities these cities have. Sharm El-Shaikh is one of these leading entertainment tourism cities. Its fame as a city of peace makes it attractive for a large number of tourists. Naama Bay is the major natural/ urban feature for the city’s entertainment zone. A large part of the city’s reputation for liveability is directly related to the qualities of Naama Bay’s promenades. This paper tackles the relationship between the typological structures of these promenades and the liveability of Naama Bay. It analyzes the environmental and urban contexts that control their role, and investigates their morphological analyses, spatial configurations, activities, and different architectural and urban treatments. This paper uses these analyses to identify a set of parameters that controls the liveability scale of these promenades, and consequently the liveability of their wider context.

  20. Entertain Me

    OpenAIRE

    Langendorff, Liv Serup; Mikkelsen, Grit Tind; Ingemann-Hansen, Astrid Dorthea; Vogel, Klara Pingel; Berendt, Caroline; Christoffersen, Mette Buhl

    2013-01-01

    This project is based on the conduction of an CPH:DOX event, concerning the film-screening of “Vejen Væk”, a documentary film by Camilla Lee Fabricius. The project aims to examine how a successful event is created. The project takes its starting point in the hermeneutic and social-recognition approach, which creates a framework of understanding. The identity of the Bremen Theatre will be involved on the basis of the interplay between place and individual experience. Theories on stakeholders a...

  1. (Steering) interactive play behavior

    NARCIS (Netherlands)

    van Delden, Robertus Wilhelmus

    2017-01-01

    Play is a powerful means to have an impact on the cognitive, social-emotional, and/or motor skills development. The introduction of technology brings new possibilities to provide engaging and entertaining whole-body play activities. Technology mediates the play activities and in this way changes how

  2. Modularity analysis based on predicted protein-protein interactions provides new insights into pathogenicity and cellular process of Escherichia coli O157:H7

    Directory of Open Access Journals (Sweden)

    Wang Xia

    2011-12-01

    Full Text Available Abstract Background With the development of experimental techniques and bioinformatics, the quantity of data available from protein-protein interactions (PPIs is increasing exponentially. Functional modules can be identified from protein interaction networks. It follows that the investigation of functional modules will generate a better understanding of cellular organization, processes, and functions. However, experimental PPI data are still limited, and no modularity analysis of PPIs in pathogens has been published to date. Results In this study, we predict and analyze the functional modules of E. coli O157:H7 systemically by integrating several bioinformatics methods. After evaluation, most of the predicted modules are found to be biologically significant and functionally homogeneous. Six pathogenicity-related modules were discovered and analyzed, including novel modules. These modules provided new information on the pathogenicity of O157:H7. The modularity of cellular function and cooperativity between modules are also discussed. Moreover, modularity analysis of O157:H7 can provide possible candidates for biological pathway extension and clues for discovering new pathways of cross-talk. Conclusions This article provides the first modularity analysis of a pathogen and sheds new light on the study of pathogens and cellular processes. Our study also provides a strategy for applying modularity analysis to any sequenced organism.

  3. Modularity analysis based on predicted protein-protein interactions provides new insights into pathogenicity and cellular process of Escherichia coli O157:H7.

    Science.gov (United States)

    Wang, Xia; Yue, Junjie; Ren, Xianwen; Wang, Yuelan; Tan, Mingfeng; Li, Beiping; Liang, Long

    2011-12-22

    With the development of experimental techniques and bioinformatics, the quantity of data available from protein-protein interactions (PPIs) is increasing exponentially. Functional modules can be identified from protein interaction networks. It follows that the investigation of functional modules will generate a better understanding of cellular organization, processes, and functions. However, experimental PPI data are still limited, and no modularity analysis of PPIs in pathogens has been published to date. In this study, we predict and analyze the functional modules of E. coli O157:H7 systemically by integrating several bioinformatics methods. After evaluation, most of the predicted modules are found to be biologically significant and functionally homogeneous. Six pathogenicity-related modules were discovered and analyzed, including novel modules. These modules provided new information on the pathogenicity of O157:H7. The modularity of cellular function and cooperativity between modules are also discussed. Moreover, modularity analysis of O157:H7 can provide possible candidates for biological pathway extension and clues for discovering new pathways of cross-talk. This article provides the first modularity analysis of a pathogen and sheds new light on the study of pathogens and cellular processes. Our study also provides a strategy for applying modularity analysis to any sequenced organism.

  4. Engaging, critical, entertaining: Transforming public service television for children in Denmark

    DEFF Research Database (Denmark)

    Christensen, Christa Lykke

    2013-01-01

    This article offers a critical periodization of the children’s programming offered by Denmark’s primary public broadcaster, Danish Broadcasting Corporation (DR). Through a careful analysis of content produced by DR and its youth section since 1951, the article argues that four distinct periods of...... children on the agenda. The argument is that this agenda has been contested by the increased demands for entertaining content due to increased competition among TV channels and due to obeying demands for ever more content to complete programming schedules....

  5. The evolution of entertainment consumption and the emergence of cinema, 1890-1940

    OpenAIRE

    Gerben Bakker

    2007-01-01

    This paper investigates the role of consumption in the emergence of the motion picture industry in Britain France and the US. A time-lag of at least twelve years between the invention of cinema and the film industry’s take-off suggests that the latter was not mainly technology-driven. In all three countries, demand for spectator entertainment grew at a phenomenal rate, far more still in quantity than in expenditure terms. In 1890 ‘amusements and vacation’ was a luxury service in all three cou...

  6. ON SOME ENTERTAINING APPLICATIONS OF THE CONCEPT OF SET IN COMPUTER SCIENCE COURSE

    Directory of Open Access Journals (Sweden)

    K. Yordzhev

    2011-11-01

    Full Text Available Some aspects of programming education are examined in this work. It is emphasised, based on the entertainment value, the most appropriate examples are chosen to demonstrate the different language constructions and data structures. Such an example is the demonstrated algorithm for solving the widespread nowadays “Sudoku” puzzle. This is made, because of the connection with the term set and putting it into practice in the programming. Using the so built program there are solved some combinatorial problems, connected to the Sudoku matrices.

  7. Branded Entertainment vs. Advertisement Its Value and Valuation of Performance

    OpenAIRE

    井徳, 正吾

    2015-01-01

    Product Placement, a newly developed advertising technique, is now widely employed in various media. Product Placement may not be the proper name when it is carefully executed to reach the targeted audience and it may be appropriate to name it “Branded Entertainment”. In order for the Branded Entertainment to be well recognized and penetrate into the advertising industry, evaluation of the performance becomes indispensable. Unless no measurable value is available, there is no value as a...

  8. Social demonstration as a tendency to the olympic spectale of the planetary entertainment

    Directory of Open Access Journals (Sweden)

    Evelize Dorneles Minuzzi

    2013-11-01

    Full Text Available This article focuses on the social demonstrations occurred during the Olympic Games from 1992 through the journalistic coverage by "Folha de S. Paulo". Making use of the content analysis, we found that, in general, the social demonstrations arise as a resistance response to the decisions of the state, it is related to the goal of the global city, a requirement of the COI to host and organize the Olympic spectacle of entertainment. And, in a private way, it is configured as opposed to social impacts that are involved in the daily day to the working class of the host country.

  9. Country western singer Teresa entertains at the Apollo/Saturn V Center

    Science.gov (United States)

    1999-01-01

    At the Apollo/Saturn V Center, country music recording artist Teresa performs a song, 'Brave New Girls,' written for astronaut Catherine 'Cady' Coleman, mission specialist on STS-93. She entertains participants and attendees of a women's forum held in the center. The attendees are planning to view the launch of STS- 93 at the Banana Creek viewing sight. Much attention has been generated over the launch due to Commander Eileen M. Collins, the first woman to serve as commander of a Shuttle mission. Liftoff is scheduled for July 20 at 12:36 a.m. EDT.

  10. Curating New Media by Focusing on the Recipient’s Attitude: Immateriality and Entertainment

    Directory of Open Access Journals (Sweden)

    Narvika Bovcon

    2011-11-01

    Full Text Available Curating new media art exhibitions challenges the understanding of how new media technologies reconfigure user’s relation to reality. Artists explore the potential of new communication models to encode ideas and experiences that relate to familiar concepts and to new paradigms. The paper presents two aspects that characterize communication in new media, its problematic materiality and playfulness,and illustrates them with two ArtNetLab group exhibitions: Immaterial and Enter/tain. The object that the curatorial practice reconstructs in the two experimental exhibitions is the attitude that the gallery visitor or the user assumes when coming into contact with a communicative artifact.

  11. Linux toys II 9 Cool New Projects for Home, Office, and Entertainment

    CERN Document Server

    Negus, Christopher

    2006-01-01

    Builds on the success of the original Linux Toys (0-7645-2508-5) and adds projects using different Linux distributionsAll-new toys in this edition include a car computer system with built-in entertainment and navigation features, bootable movies, a home surveillance monitor, a LEGO Mindstorms robot, and a weather mapping stationIntroduces small business opportunities with an Internet radio station and Internet caf ̌projectsCompanion Web site features specialized hardware drivers, software interfaces, music and game software, project descriptions, and discussion forumsIncludes a CD-ROM with scr

  12. MOOSES Game Concepts: Game Concepts for the Multiplayer on One Screen Entertainment System

    OpenAIRE

    Kvasbø, Audun

    2007-01-01

    Today, video games are mostly played at home while alone or together with friends. Multiplayer games are played by sharing a single screen or meeting up online to play against others. Within the MOOSES (Multiplayer On One Screen Entertainment System) project we seek to create a set of games for the new gaming paradigm that allows large numbers of players to share the fun of playing together on a single, large screen. To create games that are playable within the MOOSES context, one has to co...

  13. Quality of interaction between primary health-care providers and patients with type 2 diabetes in Muscat, Oman: an observational study

    Directory of Open Access Journals (Sweden)

    Vernby Åsa

    2006-12-01

    Full Text Available Abstract Background A good patient-physician interaction is particularly important in chronic diseases like diabetes. There are so far no published data regarding the interaction between the primary health-care providers and patients with type 2 diabetes in Oman, where diabetes is a major and growing health problem. This study aimed at exploring how health-care providers interact with patients with type 2 diabetes at primary health-care level in Muscat, Oman, focusing on the consultation environment, and some aspects of care and information. Methods Direct observations of 90 consultations between 23 doctors and 13 diabetes nurses concerned with diabetes management during their consultations with type 2 diabetes patients in six primary health-care centres in the Muscat region, using checklists developed from the National Diabetes Guidelines. Consultations were assessed as optimal if more than 75% of observed aspects were fulfilled and sub-optimal if less than 50% were fulfilled. Results Overall 52% of the doctors' consultations were not optimal. Some important aspects for a positive consultation environment were fulfilled in only about half of the doctors' consultations: ensuring privacy of consultation (49%, eye contact (49%, good attention (52%, encouraging asking questions (47%, and emphasizing on the patients' understanding of the provided information (52%. The doctors enquired about adverse effects of anti-diabetes drugs in less than 10% of consultations. The quality of the nurses' consultations was sub-optimal in about 75% of 85 consultations regarding aspects of consultation environment, care and information. Conclusion The performance of the primary health-care doctors and diabetes nurses needs to be improved. The role of the diabetes nurses and the teamwork should be enhanced. We suggest a multidisciplinary team approach, training and education to the providers to upgrade their skills regarding communication and care. Barriers to

  14. Entertainment television and hearing students' attitudes regarding the pediatric cochlear implant.

    Science.gov (United States)

    Miller, Katrina R; Wheeler-Scruggs, Kathy

    2002-07-01

    The cochlear implant, a bionic technology that restores sound sensation in some patients, has become ethically controversial in the 20 years since its introduction. This controversy recently has entered American entertainment culture, with the issue of pediatric implants emerging in episodes of popular TV programs. This pilot study examines the effects of one such TV episode on the attitudes of hearing college students with minimal prior exposure to the controversy, using a posttest-only control group design. The control group (N = 17) watched an unrelated entertainment video and filled out an original 10-item attitude scale. The treatment group (N = 18), which viewed an episode of the dramatic series Gideon's Crossing addressing the cochlear implant issue, also filled out the attitude scale. A t test was applied, and it was determined that no significant difference existed between the two groups' attitudes regarding pediatric cochlear implants. Although there was wide variability on individual items, overall scores indicated that both groups were neutral, or undecided, regarding cochlear implantation in children.

  15. The Werther Effect of Two Celebrity Suicides: an Entertainer and a Politician

    Science.gov (United States)

    Kim, Jae-Hyun; Park, Eun-Cheol; Nam, Jung-Mo; Park, SoHee; Cho, Jaelim; Kim, Sun-Jung; Choi, Jae-Woo; Cho, Eun

    2013-01-01

    Purpose Suicide is a major health problem in Korea. Extensive media exposure of celebrity suicide may induce imitative suicide, a phenomenon called the Werther effect. We examined the increased suicide risk following the suicides of an entertainer and a politician, and identified the relative suicide risks. Methods News articles about the celebrity suicides were obtained from three major newspapers and analysed for quantitative and qualitative features. Imitative suicide risk was investigated by applying a Poisson time series autoregression model with suicide mortality data from the National Statistics Office for 1.5 years before and 1.5 years after each celebrity’s suicide. The period with a significantly increased number of suicides immediately after the celebrity’s suicide determined the Werther effect band. The relative risk during this period was examined for different ages, genders, and suicide methods. Results News reports were more numerous and they contained more positive definitions about the entertainer’s suicide. The risk of suicide deaths rose markedly after both celebrity suicides. However, the Werther effect band was longer for the entertainer (6 weeks) than for the politician (4 weeks). The relative suicide risk was significant for almost all ages and both genders during that of both individuals. Use of the same suicide method was a prominent risk factor after both celebrity suicides. Conclusions Our results confirm the existence of imitative suicide behaviours, suggesting a facilitation effect of media reports. Guidelines for responsible media reporting need to be implemented to enhance public mental health in Korea. PMID:24386428

  16. Multiple Abortions and Sexually Transmitted Infections Among Young Migrant Women Working in Entertainment Venues in China.

    Science.gov (United States)

    Dong, Yanyan; Zhang, Hongbo; Wang, Yongyang; Tao, Haidong; Xu, Song; Xia, Junrui; Huang, Wen; He, Huan; Zaller, Nickolas; Operario, Don

    2015-01-01

    We conducted a survey of 358 young migrant women working in entertainment venues in China to explore the prevalence of and factors associated with two indicators of sexual and reproductive health: (1) multiple abortions and (2) the dual risk of sexually transmitted infections (STI) and abortion history. One quarter (25.4 percent) of the women in this sample had multiple abortions during their lifetime and, of those with any abortion history, 18.3 percent had had an abortion outside of a regulated health clinic. One-third (33.0 percent) of the sample had had an STI during the past year, and approximately one-fourth (23.7 percent) of those women did not receive STI treatment in a public hospital. Approximately one-fourth (23.5 percent) of the sample reported both a history of abortion and an STI during the past year. Women with a history of multiple abortions had significantly lower income levels, were more likely to have sex with clients and with husbands, and tended more to use alcohol before sex. Women who experienced both abortion and STI risks were more likely to report having had unprotected sex, genitourinary tract infections symptoms, anxiety, illicit drug use, and suicidal ideation. Enhanced efforts are needed to improve reproductive and sexual health for female migrants in urban China, particularly those working in entertainment venues.

  17. Concerns With Entertainment-Education: Zombie Pandemic Preparedness and the Unanticipated Promotion of a Weapons Culture.

    Science.gov (United States)

    Houghton, Frank; Toms, Jeremy; Meratnia, Ghazal; Loney, Krista; Hopkins, Edward; Del Monte, Katie

    2017-08-01

    Entertainment-education has proved to be an engaging medium through which to explore health and social issues in populations. Given the popularity of the zombie theme in popular culture it is no surprise therefore that the Centers for Disease Control and Prevention adopted this theme in an effort to engage youth and young adults in emergency preparedness. However, an earlier observational study involving elementary school children based on this premise raised concerns that it may have unexpectedly promoted a focus on firearms. A randomized control study involving 89 children (average age 10.4 years) was therefore conducted to explore this possibility in more depth. One group was exposed to a natural disaster scenario, while the other group was exposed to the zombie pandemic theme. When subsequently asked to prepare emergency kit lists, participants in the zombie themed scenario were 15.84 times as likely to include firearms in their lists compared with participants who were exposed to the natural disaster scenario. Although the sample size in this study was small, it is suggested that future interventions using entertainment-education need to explore all aspects of the messages implicit in their chosen medium, rather than just focusing on one element.

  18. The Efficacy of a Peer-Assisted Multi-Component Behavioral Intervention among Female Entertainment Workers in China: An Initial Assessment*

    OpenAIRE

    Yang, Xiushi; Xia, Guomei; Li, Xiaoming; Latkin, Carl; Celentano, David

    2011-01-01

    Women working in China’s entertainment industry are at increased risk of acquiring or transmitting HIV/STIs. Efforts to develop effective risk-reduction interventions for female entertainment workers remain limited. We conducted a randomized controlled trial of a theory-based risk-reduction intervention among female entertainment workers in Shanghai. The intervention condition consisted of small group, peer-assisted sessions integrating information, motivation, and behavioral skills (IMB) tra...

  19. Plant-Pathogen Interaction-Related MicroRNAs and Their Targets Provide Indicators of Phytoplasma Infection in Paulownia tomentosa × Paulownia fortunei.

    Directory of Open Access Journals (Sweden)

    Guoqiang Fan

    Full Text Available Paulownia witches' broom (PaWB caused by a phytoplasma, has caused extensive losses in the yields of paulownia timber and resulted in significant economic losses. However, the molecular mechanisms in Paulownia that underlie the phytoplasma stress are poorly characterized. In this study, we use an Illumina platform to sequence four small RNA libraries and four degradome sequencing libraries derived from healthy, PaWB-infected, and PaWB-infected 15 mg·L-1 and 30 mg·L-1 methyl methane sulfonate (MMS-treated plants. In total, 125 conserved and 118 novel microRNAs (miRNAs were identified and 33 miRNAs responsive to PaWB disease were discovered. Furthermore, 166 target genes for 18 PaWB disease-related miRNAs were obtained, and found to be involved in plant-pathogen interaction and plant hormone signal transduction metabolic pathways. Eleven miRNAs and target genes responsive to PaWB disease were examined by a quantitative real-time PCR approach. Our findings will contribute to studies on miRNAs and their targets in Paulownia, and provide new insights to further understand plant-phytoplasma interactions.

  20. The experience of Interactive Storytelling: Comparing „Fahrenheit“ with „Facade“.

    NARCIS (Netherlands)

    Roth, C.; Klimmt, C.; Vermeulen, I.E.; Vorderer, P.A.

    2011-01-01

    At the intersection of multimedia, artificial intelligence, and gaming technology, new visions of future entertainment media arise that approximate the "Holodeck" ® idea of interactive storytelling. We report exploratory experiments on the user experience in a 'classic', foundational application of

  1. Impact of Entertainment Motivational Drivers on User Acceptance of Online Social Network Banner Advertising: A Gratification Perspective

    Directory of Open Access Journals (Sweden)

    Mir Imran Anwar

    2017-05-01

    Full Text Available Social media has phenomenally changed the communication landscape. Particularly social network sites have received enormous popularity and user acceptance globally. The business model of many social network sites is based on advertising. The survival of these social network sites depends on the user acceptance of advertising appearing on these websites. Users usually accept the advertising which is consistent with their motivations for using social network sites. The current study examines the underlying dimensions of entertainment motivation for using social network sites and their impact on user acceptance of social network advertising. Analysis of data from 450 university students show entertainment motivation for using social network sites a multidimensional (SNSs construct consisting of enjoyment, social escapism, relaxation and pass time factors. Furthermore, the results exhibit that SNSs entertainment motivation partially impacts user acceptance of social network advertising.

  2. Real story interaction: The role of global agency in interactive storytelling

    NARCIS (Netherlands)

    Roth, C.; Vermeulen, I.E.

    2012-01-01

    Interactive Storytelling (IS) is a promising new entertainment technology synthesizing pre-authored narrative with dynamic user interaction. Research on user experiences in IS is sparse. The current experiment tested whether different player expectations regarding the impact of their actions yield

  3. Implementation of effective alcohol control strategies is needed at large sports and entertainment events.

    Science.gov (United States)

    Lyne, Mark; Galloway, Andrew

    2012-02-01

    To assess the implementation and effectiveness of strategies and actions to eliminate and/or reduce alcohol-related problems at large sports and entertainment events in New Zealand. We conducted site visits and monitoring observations at venues before, during and after a variety of large events between March 2009 and November 2010. Thirteen events were attended at nine different venues. Events included rugby, rugby league and cricket matches, motor racing, rowing, horse racing, an outdoor music festival, and food and wine festivals. Most large events appeared to pass with few or no alcohol-related problems. The exceptions were one of the horse-race meetings, a rugby league match and one food and wine festival. Common contexts at events where alcohol-related problems were seen included: inadequate alcohol control and management by security staff; the ability to purchase four alcoholic drinks (rather than two) at a time; inexperienced bar staff untrained in responsible alcohol service; no or little promotion of low and non-alcoholic drinks; and a lack of monitoring and enforcement of the law on intoxication. An important approach to prevent and reduce alcohol-related problems at large spots and entertainment events is the use of specific alcohol-control strategies. The management of alcohol consumption is a major part of event management that must be planned with harm-minimisation strategies well in advance of the event itself. If strategies and actions are not properly implemented to manage the sale and supply of alcohol at large events, there is significant risk of alcohol-related problems and harm resulting from them. © 2012 The Authors. ANZJPH © 2012 Public Health Association of Australia.

  4. INTERACT

    DEFF Research Database (Denmark)

    Jochum, Elizabeth; Borggreen, Gunhild; Murphey, TD

    interaction between a human operator and an artificial actor or agent. We can apply insights from puppetry to develop culturally-aware robots. Here we describe the development of a robotic marionette theatre wherein robotic controllers assume the role of human puppeteers. The system has been built, tested...... including puppetry and dance. However, the aesthetics of these traditions vary across cultures and carry different associative and interpretive meanings. Puppetry offers a useful frame for understanding the relationship between abstract and imitative gestures and behavior, and instantiates the complex...

  5. Awareness and attitudes towards emergency contraceptive pills among young people in the entertainment places, Vientiane City, Lao PDR.

    Science.gov (United States)

    Sychareun, Vanphanom; Hansana, Visanou; Phengsavanh, Alongkone; Phongsavan, Keokedthong

    2013-03-21

    Emergency Contraception is not officially available to the public sector in Laos. The potential of emergency contraception to prevent unwanted pregnancies is well documented in developed countries, but in Laos no studies of ECPs exist. This study aimed to assess knowledge of and attitudes towards emergency contraceptive pills (ECPs) in Vientiane, the capital city of the Lao PDR. A cross-sectional survey was conducted among 500 young adults in entertainment venues by using the convenience sampling between May to July, 2007. Data were obtained through face-to-face interview. Participants were asked about socio- demographic characteristics, knowledge, attitudes related to ECPs, and source of information about ECPs. Data analysis was performed with chi-square test and logistic regression (p < .05). Only 22.4 percent of respondents had heard of ECPs and of these only 17.9 percent knew the correct time-frame for effective use. Most of the respondents (85%) agreed on the need for ECPs to be available in Laos and 66.8 percent stated that they would use them should the need arise, if they were available. Among those who said they would not use ECPs, 63.8 percent were concerned about possible health effects, or other side effects. Awareness of ECPs was associated with increasing age (OR = 2.78, p = .025) and male sex (OR = 2.91, p = .010). There is needed to provide effective health education about the method, timing of use, and how to obtain ECPs through both informal, peer channels, and also through formal channels such as health care providers.

  6. The Albany Two-Way Radio Conferences, 1955-1981: a retrospective look at a program providing interactive continuing medical education at a distance.

    Science.gov (United States)

    Tulgan, Henry

    2014-01-01

    Despite early widespread recognition of the necessity of continuing medical education (CME) for practicing physicians and surgeons, medical schools and national medical organizations were slow to mobilize to address the need. One pioneering program, developed by the Albany Medical College in New York, not only provided CME, but did so in a live distance education format that allowed for interaction between the participants and the faculty presenters. The Albany Program commenced in 1955 using what was then state-of-the-art technology; it exemplified principles and practices that can be seen as the precursors for the distance education approaches used to reach physicians today. This short article describes the contributions of the Albany Two-Way Radio Conferences and places them in the context of developments in national organizations and policies in the 20th century. © 2014 The Alliance for Continuing Education in the Health Professions, the Society for Academic Continuing Medical Education, and the Council on Continuing Medical Education, Association for Hospital Medical Education.

  7. Do Narrative Engagement and Recipients’ Thoughts Explain the Impact of an Entertainment-Education Narrative on Discouraging Binge Drinking?

    NARCIS (Netherlands)

    Leeuwen, Van Lonneke; Putte, Van Den Bas; Renes, Reint Jan; Leeuwis, Cees

    2017-01-01

    Previous research suggests that narrative engagement (NE) in entertainment-education (E-E) narratives reduces counterarguing, thereby leading to E-E impact on behavior. It is, however, unclear how different NE processes (narrative understanding, attentional focus, emotional engagement, narrative

  8. Design guidelines for mobile information and entertainment services based on the Radio538 ringtunes i-mode service case study

    NARCIS (Netherlands)

    Kar, E. van de; Maitland, C.F.; Wehn de Montalvo, U.W.C.; Bouwman, H.

    2003-01-01

    The mobile telecommunications industry is undergoing rapid change, which is increasing the interdependency of firms in the sector. Mobile information and entertainment services will be delivered through inter-organizational networks of firms. This means the problems of service design must be

  9. Entertainment-Education Narrative versus Nonnarrative Interventions to Educate and Motivate Latinas to Engage in Mammography Screening

    Science.gov (United States)

    Borrayo, Evelinn A.; Rosales, Monica; Gonzalez, Patricia

    2017-01-01

    Background: The evidence is limited comparing the effects of entertainment-education (E-E) narrative versus nonnarrative interventions to educate and motivate Latinas to engage in mammography screening. Aims: This study compared an E-E narrative intervention to two nonnarrative interventions' effects among Latinas on breast cancer knowledge and…

  10. 77 FR 4389 - In the Matter of Tornado Gold International Corp., Twin Faces East Entertainment Corp., Universal...

    Science.gov (United States)

    2012-01-27

    ... From the Federal Register Online via the Government Publishing Office SECURITIES AND EXCHANGE COMMISSION In the Matter of Tornado Gold International Corp., Twin Faces East Entertainment Corp., Universal... that there is a lack of current and accurate information concerning the securities of Tornado Gold...

  11. 76 FR 61740 - Geneon Entertainment (USA) Including On-Site Leased Workers From Interplace, Inc., Apple One and...

    Science.gov (United States)

    2011-10-05

    ... Employment and Training Administration Geneon Entertainment (USA) Including On-Site Leased Workers From... Eligibility To Apply for Worker Adjustment Assistance and Alternative Trade Adjustment Assistance In accordance with Section 223 of the Trade Act of 1974 (19 U.S.C. 2273), and Section 246 of the Trade Act of...

  12. The role of media entertainment in children’s and adolescents’ ADHD-related behaviors: A reason for concern?

    NARCIS (Netherlands)

    Nikkelen, S.W.C.

    2016-01-01

    Recent decades have witnessed an increasing concern that excessive use of entertainment media (i.e., television programs and games) may elicit ADHD-related behaviors in children and adolescents. However, the existing empirical research has not yet resulted in a clear picture of this association. The

  13. Demographic and behavioral correlates of HIV risk among men and transgender women recruited from gay entertainment venues and community-based organizations in Thailand: implications for HIV prevention.

    Science.gov (United States)

    Newman, Peter A; Lee, Sung-Jae; Roungprakhon, Surachet; Tepjan, Suchon

    2012-10-01

    High HIV prevalence among men who have sex with men (MSM) and transgender women in Thailand suggest a vital need for targeted interventions. We conducted a cross-sectional survey to examine and compare sexual risk behaviors, and demographic and behavioral correlates of risk, among MSM and transgender women recruited from gay entertainment venue staff and community-based organization (CBO) participants. We used venue-based sampling across nine sites in Bangkok and Chiang Mai. Among 260 participants (57.3% gay-identified, 26.9% heterosexual/bisexual-identified, 15.8% transgender; mean age = 26.7 years), nearly one-fifth (18.5%) reported unprotected anal sex (UAS), half (50.4%) sex in exchange for money, and one-fifth (20.0%) STI diagnosis (past year). Nearly one-fourth (23.1%) reported oral erectile dysfunction medication use and nearly one-fifth (19.2%) illicit drug use (past 3 months). Overall, 43.1% indicated that healthcare providers exhibited hostility towards them. Gay entertainment venue staff were significantly more likely to self-identify as heterosexual/bisexual (versus gay or transgender female), and to have less than high school degree education, higher monthly income, to have engaged in sex in exchange for money, sex with women and unprotected vaginal sex, but were significantly less likely to have engaged in UAS than CBO participants. Targeted interventions for younger MSM and transgender women, for non gay-identified men, and strategies to address structural determinants of risk, including low education and discrimination from healthcare providers, may support HIV prevention among MSM and transgender women, and serve broader national HIV prevention efforts in Thailand.

  14. A point-of-sale communications campaign to provide consumers safety information on drug-dietary supplement interactions: a pilot study.

    Science.gov (United States)

    Perlman, Adam I; Lebow, David G; Raphael, Karen; Ali, Ather; Simmons, Leigh Ann

    2013-01-01

    Concurrent use of dietary supplements with over-the-counter and prescription pharmaceuticals has become increasingly common, and with this trend, so has the incidence of adverse drug-supplement interactions. In the current market, consumers have no way to distinguish between safe and potentially harmful supplements. Thus, the primary objective of this study was to test the hypothesis that messages designed to increase consumers' awareness of potential health risks of concurrent use of dietary supplements with over-the-counter and prescription pharmaceuticals would promote further consideration and action, as evidenced by (a) seeking additional information from an authoritative source or qualified health care professional and (b) changing dietary supplement usage patterns. To test this hypothesis, an innovative consumer information delivery system, referred to as the Buyer Information Network (BuyIN), was utilized. BuyIN uses currently available, Web-enabled point-of-sale (POS) technology to provide up-to-date, evidence-based, health- and safety-related messages to consumers at the retail checkout counter. Results showed that more than one-fourth (27.1%) of consumers (n = 199) who purchased targeted items reported they were aware of the messages. Of this subgroup of aware consumers, 11.2% reported that they sought additional information from a physician or pharmacist, 11.5% reported that they visited the website listed on the coupon, and 10.5% indicated that they changed their dietary supplement usage patterns as a result of the messages. Future research should include a large-scale study of a fully implemented and capable system at multiple test sites around the country, including investigating the utility of BuyIN in different retail settings.

  15. Providers with Limited Experience Perform Better in Advanced Life Support with Assistance Using an Interactive Device with an Automated External Defibrillator Linked to a Ventilator.

    Science.gov (United States)

    Busch, Christian Werner; Qalanawi, Mohammed; Kersten, Jan Felix; Kalwa, Tobias Johannes; Scotti, Norman Alexander; Reip, Wikhart; Doehn, Christoph; Maisch, Stefan; Nitzschke, Rainer

    2015-10-01

    Medical teams with limited experience in performing advanced life support (ALS) or with a low frequency of cardiopulmonary resuscitation (CPR) while on duty, often have difficulty complying with CPR guidelines. This study evaluated whether the quality of CPR of trained medical students, who served as an example of teams with limited experience in ALS, could be improved with device assistance. The primary outcome was the hands-off time (i.e., the percentage of the entire CPR time without chest compressions). The secondary outcome was seven time intervals, which should be as short as possible, and the quality of ventilations and chest compressions on the mannequin. We compared standard CPR equipment to an interactive device with visual and acoustic instructions for ALS workflow measures to guide briefly trained medical students through the ALS algorithm in a full-scale mannequin simulation study with a randomized crossover study design. The study equipment consisted of an automatic external defibrillator and ventilator that were electronically linked and communicating as a single system. Included were regular medical students in the third to sixth years of medical school of one class who provided written informed consent for voluntary participation and for the analysis of their CPR performance data. No exclusion criteria were applied. For statistical measures of evaluation we used an analysis of variance for crossover trials accounting for treatment effect, sequence effect, and carry-over effect, with adjustment for prior practical experience of the participants. Forty-two medical students participated in 21 CPR sessions, each using the standard and study equipment. Regarding the primary end point, the study equipment reduced the hands-off time from 40.1% (95% confidence interval [CI] 36.9-43.4%) to 35.6% (95% CI 32.4-38.9%, p = 0.031) compared with the standard equipment. Within the prespecified secondary end points, study equipment reduced the time interval until

  16. Factors associated with induced abortion among female entertainment workers: a cross-sectional study in Cambodia.

    Science.gov (United States)

    Yi, Siyan; Tuot, Sovannary; Chhoun, Pheak; Pal, Khuondyla; Tith, Khimuy; Brody, Carinne

    2015-07-31

    To explore risk factors associated with induced abortion among sexually active female entertainment workers (FEWs) in Cambodia. Cross-sectional study. Phnom Penh and Siem Reap, Cambodia. This study included 556 FEWs aged 18-47 years randomly selected from entertainment establishments in the two cities in 2014 using a two-stage cluster sampling method. Data were collected through face-to-face interviews using a structured questionnaire. History of induced abortion during the time working as a FEW. Of the total sample, 45.6% reported currently using a contraceptive method with condom (42.4%) being the most common method, followed by pills (25.6%). One-fourth (25%) of the respondents reported having been pregnant at least once, and 21.4% reported having at least one induced abortion during the time working as a FEW. After controlling for other covariates in a multivariate logistic regression model, FEWs with a history of induced abortion remained significantly more likely to be currently working in a karaoke bar (AOR=1.75, 95% CI 1.10 to 2.78), to have worked longer as a FEW (AOR=1.42, 95% CI 1.06 to 1.43), to have had a greater number of sexual partners in the past 12 months (AOR=1.86, 95% CI 1.02 to 1.54), to be currently using a contraceptive method (AOR=1.52, 95% CI 1.01 to 2.29), to be able to find condoms when they needed them (AOR=2.03, 95% CI 1.09 to 3.82), and to report inconsistent condom use with non-commercial partners in the past 3 months (AOR=1.62, 95% CI 1.06 to 3.44). This study highlights the high rates of unwanted pregnancies that ended in induced abortions among FEWs in Cambodia. Access of FEWs to quality sexual and reproductive healthcare services is deemed a high priority. Integrated interventions to improve sexual and reproductive health among these vulnerable women should be tailored to reach the most-at-risk groups. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go

  17. Factors associated with induced abortion among female entertainment workers: a cross-sectional study in Cambodia

    Science.gov (United States)

    Yi, Siyan; Tuot, Sovannary; Chhoun, Pheak; Pal, Khuondyla; Tith, Khimuy; Brody, Carinne

    2015-01-01

    Objective To explore risk factors associated with induced abortion among sexually active female entertainment workers (FEWs) in Cambodia. Design Cross-sectional study. Setting Phnom Penh and Siem Reap, Cambodia. Participants This study included 556 FEWs aged 18–47 years randomly selected from entertainment establishments in the two cities in 2014 using a two-stage cluster sampling method. Data were collected through face-to-face interviews using a structured questionnaire. Primary outcome measure History of induced abortion during the time working as a FEW. Results Of the total sample, 45.6% reported currently using a contraceptive method with condom (42.4%) being the most common method, followed by pills (25.6%). One-fourth (25%) of the respondents reported having been pregnant at least once, and 21.4% reported having at least one induced abortion during the time working as a FEW. After controlling for other covariates in a multivariate logistic regression model, FEWs with a history of induced abortion remained significantly more likely to be currently working in a karaoke bar (AOR=1.75, 95% CI 1.10 to 2.78), to have worked longer as a FEW (AOR=1.42, 95% CI 1.06 to 1.43), to have had a greater number of sexual partners in the past 12 months (AOR=1.86, 95% CI 1.02 to 1.54), to be currently using a contraceptive method (AOR=1.52, 95% CI 1.01 to 2.29), to be able to find condoms when they needed them (AOR=2.03, 95% CI 1.09 to 3.82), and to report inconsistent condom use with non-commercial partners in the past 3 months (AOR=1.62, 95% CI 1.06 to 3.44). Conclusions This study highlights the high rates of unwanted pregnancies that ended in induced abortions among FEWs in Cambodia. Access of FEWs to quality sexual and reproductive healthcare services is deemed a high priority. Integrated interventions to improve sexual and reproductive health among these vulnerable women should be tailored to reach the most-at-risk groups. PMID:26231754

  18. Media communication strategies for climate-friendly lifestyles - Addressing middle and lower class consumers for social-cultural change via Entertainment-Education

    Science.gov (United States)

    Lubjuhn, S.; Pratt, N.

    2009-11-01

    This paper argues that Entertainment-Education (E-E) is a striking communication strategy for reaching middle and lower socio-economic classes with climate-friendly lifestyle messages. On the international level (e.g. in the US and the Netherlands) E-E approaches are being theoretically grounded, whereas in Germany they are not yet. Therefore further theoretical discussion and mapping of E-E approaches is central for future research. As a first step towards providing further theoretical foundations for E-E in the field of sustainability, the authors suggest a threefold mapping of E-E approaches. The threefold mapping of E-E approaches for communicating climate-friendly lifestyles to middle and lower class consumers is based on recent results from academic research and practical developments on the media market. The commonalities among the three is that they all promote pro-sustainability messages in an affective-orientated rather than cognitive-orientated, factual manner. Differences can be found in: the sender of the sustainability message, the targeted consumer groups and the media approach in use. Based on this, the paper draws the conclusion that two new paths for further research activities in the field of Entertainment-Education can be proposed: (1) Improving the existing approaches in practice by using theoretical foundation from the E-E field. This comprises at its core (A) to do formative, process and summative effect research on the messages and (B) to use E-E theory from the field of social psychology, sociology and communication science for further improvement and (2) Generating new E-E theories by analyzing the existing practical approaches in the media to communicate climate change.

  19. Medicare Provider Data - Hospice Providers

    Data.gov (United States)

    U.S. Department of Health & Human Services — The Hospice Utilization and Payment Public Use File provides information on services provided to Medicare beneficiaries by hospice providers. The Hospice PUF...

  20. Identification With Characters, Elaboration, and Counterarguing in Entertainment-Education Interventions Through Audiovisual Fiction.

    Science.gov (United States)

    Igartua, Juan-José; Vega Casanova, Jair

    2016-01-01

    The aim of this article is to further knowledge of the explanatory processes of narrative persuasion in the field of health communication, using data obtained in a research study of entertainment-education based on audiovisual fiction. Participating in the study were 208 young persons between the ages of 14 and 20, randomly distributed to three different groups. Each of the groups was exposed to a different episode of the Colombian television series Revelados, desde todas las posiciones. The results showed that greater identification with the main character of the episode transmitting a prevention message was associated with greater cognitive elaboration, which in turn led to more favorable attitudes toward the topics addressed. However, counterarguing was not observed to play a significant mediating role. The findings of this study allow us to conclude that getting people to think and reflect can help persuade them, which suggests that narrative persuasion models and dual models of rhetorical persuasion can be compatible in certain contexts, such as when messages are designed in such a way that characters make explicit arguments that endorse a prosocial message through dialogues.

  1. Portrayals of schizophrenia by entertainment media: a content analysis of contemporary movies.

    Science.gov (United States)

    Owen, Patricia R

    2012-07-01

    Critics of entertainment media have indicated that cinematic depictions of schizophrenia are stereotypic and characterized by misinformation about symptoms, causes, and treatment. The pervasiveness and nature of misinformation are difficult to ascertain because of the lack of empirically based studies of movies portraying schizophrenia. This study analyzed portrayals of schizophrenia in contemporary movies to ascertain prevalence of stereotypes and misinformation about schizophrenia. English-language movies featuring at least one main character with schizophrenia that were released for showing in theaters between 1990 and 2010 were analyzed for depictions of schizophrenia. Two researchers independently rated each character with a checklist that assessed demographic characteristics, symptoms and stereotypes, causation, and treatment. Forty-two characters from 41 movies were identified, a majority of whom were male and Caucasian. Most characters displayed positive symptoms of schizophrenia. Delusions were featured most frequently, followed by auditory and visual hallucinations. A majority of characters displayed violent behavior toward themselves or others, and nearly one-third of violent characters engaged in homicidal behavior. About one-fourth of characters committed suicide. Causation of schizophrenia was infrequently noted, although about one-fourth of movies implied that a traumatic life event was significant in causation. Of movies alluding to or showing treatment, psychotropic medications were most commonly portrayed. The finding that misinformation and negative portrayals of schizophrenia in contemporary movies are common underscores the importance of determining how viewers interpret media messages and how these interpretations inform attitudes and beliefs both of the general public and of people with schizophrenia.

  2. Public Diplomacy in Prime Time: Exploring the Potential of Entertainment Education in International Public Diplomacy.

    Science.gov (United States)

    Murphy, Sheila T; Hether, Heather J; Felt, Laurel J; de Castro Buffington, Sandra

    2012-01-01

    Can stories succeed where traditional forms of diplomacy have faltered? This study examined whether a primetime drama could impact American viewers' knowledge, attitudes, and behavior with respect to U.S. foreign policy and funding by surveying 173 viewers of an episode of Law & Order: SVU ("Witness"). Additionally, this study sought to uncover which theoretical construct - involvement with a specific character or involvement with the narrative more generally (transportation) - best predicted impact. The fictional character in question was Nardelie, a woman forced to flee the Democratic Republic of the Congo after repeated rape by militias vying for "conflict minerals," so named because control of these valuable minerals has triggered numerous conflicts. Separate regression analyses suggested a positive relationship between impact of the storyline and both theoretical constructs. However, when both constructs were entered into a single regression, involvement with Nardelie was the stronger predictor of knowledge (e.g., conflict minerals, sexual violence, and asylum issues) and current or future behavior (i.e., discussing global health) while transportation was the stronger predictor of attitudes (i.e., support for aid). This suggests that, while correlated, these constructs do not completely overlap. Implications of these results and the use of entertainment education in public diplomacy are discussed.

  3. Framing in Entertainment-Education: Effects on Processes of Narrative Persuasion.

    Science.gov (United States)

    Brusse, Elsbeth D Asbeek; Fransen, Marieke L; Smit, Edith G

    2017-12-01

    Nowadays, entertainment-education (E-E) is often used as a persuasive strategy to stimulate prosocial behavior. Although E-E is mostly regarded as a persuasive strategy in itself, in an increasing number of E-E programs several persuasive strategies are used to communicate the educational message to the audience. This study investigates the effects of a strategy widely used in health communication, but not previously studied in the field of E-E: framing. To this means we examined the effect of two different ways an E-E message can be framed: by emphasizing either the losses of not performing the behavior in question or the gains of performing this behavior. A serial multiple mediation model showed that framing affected intention to refrain from drunk cycling via counterarguing and attitude toward drunk cycling; the use of a gain frame decreased counterarguing, which decreased the attitude toward drunk cycling. This subsequently resulted in a higher intention to refrain from this behavior. Implications of these results are discussed.

  4. Comparing the effects of entertainment media and tobacco marketing on youth smoking.

    Science.gov (United States)

    Sargent, J D; Gibson, J; Heatherton, T F

    2009-02-01

    To examine the concurrent effects of exposure to movie smoking and tobacco marketing receptivity on adolescent smoking onset and progression. Cross-sectional study of 4524 northern New England adolescents aged 10-14 in 1999 with longitudinal follow-up of 2603 baseline never-smokers. Cross-sectional outcomes included ever tried smoking and higher level of lifetime smoking among 784 experimenters. The longitudinal outcome was onset of smoking among baseline never-smokers two years later. Movie smoking exposure was modelled as four population quartiles, tobacco marketing receptivity included two levels-having a favourite tobacco advert and wanting/owning tobacco promotional items. All analyses controlled for sociodemographics, other social influences, personality characteristics of the adolescent and parenting style. In the full cross-sectional sample, 17.5% had tried smoking; both exposure to movie smoking and receptivity to tobacco marketing were associated with having tried smoking. Among experimental smokers, the majority (64%) were receptive to tobacco marketing, which had a multivariate association with higher level of lifetime smoking (movie smoking did not). In the longitudinal study 9.5% of baseline never-smokers tried smoking at follow-up. Fewer never-smokers (18.5%) were receptive to tobacco marketing. Movie smoking had a multivariate association with trying smoking (receptivity to tobacco marketing did not). The results suggest separate roles for entertainment media and tobacco marketing on adolescent smoking. Both exposures deserve equal emphasis from a policy standpoint.

  5. Meaningful, entertaining, popular and ‘Bavarian’: art into design in nineteenth century Munich

    Directory of Open Access Journals (Sweden)

    Stefan Muthesius

    2014-12-01

    Full Text Available Among European regional stereotypes few come across as strongly and consistently as ‘Bavaria’. Its strength is derived from the ways in which it appears to be firmly and comprehensively grounded in its land and its people. This article traces the way in which some of the stereotype’s associated forms and images, principally those related to the domestic environment, were first conceived during the nineteenth century. The principal claim is that it was the nineteenth century artists, architects and designers in the Kunststadt Munich, who, helped by the critics, arrived at very specific valorisations of their designs, which could then be applied in an essentialist way to all artefacts of the region, old or new. The article divides the Munich design activities into two phases. During the 1850s designers aimed for a poetic and ‘volkstümlich / popular’ kind of decoration of common objects, including scenes from Bavarian ‘folk’ poetry. In the second phase, during the 1870s and 1880s, interest turned more directly to the domestic environment of Alpine houses, valorising a plain wooden character. Clearly, an absolute belief in in a primeval and unchanging ‘Bavaria’ cannot be entertained any more. But neither should one classify it all as modern kitsch. The latter attitude must be the reason why the subject has hardly been touched on in the copious art histories of Munich so far.

  6. Multi-Brain BCI : Characteristics and Social Interactions

    NARCIS (Netherlands)

    Nijholt, Antinus; Poel, Mannes; Schmorrow, Dylan D.; Fidopiastis, Cali M.

    2016-01-01

    We investigate various forms of face-to-face and multiparty interactions in the context of potential brain-computer interface interactions (BCI). BCI has been employed in clinical applications but more recently also in domestic and game and entertainment applications. This paper focusses on

  7. The IRIS network of excellence : Integrating research in interactive storytelling

    NARCIS (Netherlands)

    Cavazza, Marc; Donikian, Stéphane; Christie, Marc; Spierling, Ulrike; Szilas, Nicolas; Vorderer, Peter; Hartmann, Tilo; Klimmt, Christoph; André, Elisabeth; Champagnat, Ronan; Petta, Paolo; Olivier, Patrick

    2008-01-01

    Interactive Storytelling is a major endeavour to develop new media which could offer a radically new user experience, with a potential to revolutionise digital entertainment. European research in Interactive Storytelling has played a leading role in the development of the field, and this creates a

  8. Multi-Brain BCI: Characteristics and Social Interactions

    NARCIS (Netherlands)

    Nijholt, Antinus; Poel, Mannes; Schmorrow, D.D.; Fidopiastis, C.M.

    2016-01-01

    We investigate various forms of face-to-face and multiparty interactions in the context of potential brain-computer interface interactions (BCI). BCI has been employed in clinical applications but more recently also in domestic and game and entertainment applications. This paper focusses on

  9. Preface : Special Issue on Physical Movements and Playful Interaction

    NARCIS (Netherlands)

    Nijholt, Antinus; Nijholt, A.; Reidsma, D.; Reidsma, Dennis; Unknown, [Unknown

    2010-01-01

    This Special Issue of IJART is devoted to the 3rd International Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN 09). This 3rd conference was held in Amsterdam, the Netherlands, in June 2009. It was organized by the Human Media Interaction (HMI) department of the

  10. [Operation and interaction peculiarities of diagnostic laboratories involved in providing protection from infectious diseases during the XXII Olympic Winter Games and XI Paralympic Winter Games 2014 in Sochi].

    Science.gov (United States)

    Onishenko, G G; Popova, A Iu; Bragina, I V; Kuz'kin, B P; Ezhlova, E B; Demina, Iu V; Gus'kov, A S; Ivanov, G E; Chikina, L V; Klindukhova, V P; Grechanaia, T V; Tesheva, S Ch; Kulichenko, A N; Efremenko, D B; Manin, E A; Kuznetsova, I V; Parkhomenko, V V; Kulichenko, O A; Rafeenko, G K; Shcherbina, L I; Zavora, D L; Briukhanov, A F; Eldinova, V E; Iunicheva, Iu V; Derliatko, S K; Komarov, N S

    2015-01-01

    The experience of the organization and functioning of the laboratory network during the XXII Olympic Winter Games and XI Paralympic Winter Games of 2014 in Sochi is considered. Efforts to establish an effective system of laboratory support, the order of work and interaction of diagnostic laboratories involved in diseases control of population during the Olympic Games are analyzed.

  11. Towards future interactive intelligent systems for animals : Study and recognition of embodied interactions

    NARCIS (Netherlands)

    Pons, Patricia; Jaen, Javier; Catala, Alejandro

    2017-01-01

    User-centered design applied to non-human animals is showing to be a promising research line known as Animal Computer Interaction (ACI), aimed at improving animals' wellbeing using technology. Within this research line, intelligent systems for animal entertainment could have remarkable benefits for

  12. Network models provide insights into how oriens–lacunosum-moleculare and bistratified cell interactions influence the power of local hippocampal CA1 theta oscillations

    Directory of Open Access Journals (Sweden)

    Katie A Ferguson

    2015-08-01

    Full Text Available Hippocampal theta is a 4-12 Hz rhythm associated with episodic memory, and although it has been studied extensively, the cellular mechanisms underlying its generation are unclear. The complex interactions between different interneuron types, such as those between oriens--lacunosum-moleculare (OLM interneurons and bistratified cells (BiCs, make their contribution to network rhythms difficult to determine experimentally. We created network models that are tied to experimental work at both cellular and network levels to explore how these interneuron interactions affect the power of local oscillations. Our cellular models were constrained with properties from patch clamp recordings in the CA1 region of an intact hippocampus preparation in vitro. Our network models are composed of three different types of interneurons: parvalbumin-positive (PV+ basket and axo-axonic cells (BC/AACs, PV+ BiCs, and somatostatin-positive OLM cells. Also included is a spatially extended pyramidal cell model to allow for a simplified local field potential representation, as well as experimentally-constrained, theta frequency synaptic inputs to the interneurons. The network size, connectivity, and synaptic properties were constrained with experimental data. To determine how the interactions between OLM cells and BiCs could affect local theta power, we explored a number of OLM-BiC connections and connection strengths.We found that our models operate in regimes in which OLM cells minimally or strongly affected the power of network theta oscillations due to balances that, respectively, allow compensatory effects or not. Inactivation of OLM cells could result in no change or even an increase in theta power. We predict that the dis-inhibitory effect of OLM cells to BiCs to pyramidal cell interactions plays a critical role in the power of network theta oscillations. Our network models reveal a dynamic interplay between different classes of interneurons in influencing local theta

  13. Functionalization of reactive polymer multilayers with RGD and an anti-fouling motif: RGD density provides control over human corneal epithelial cell-substrate interactions

    Science.gov (United States)

    Tocce, Elizabeth J.; Broderick, Adam H.; Murphy, Kaitlin C.; Liliensiek, Sara J.; Murphy, Christopher J.; Lynn, David M.; Nealey, Paul F.

    2011-01-01

    Our study demonstrates that substrates fabricated using a ‘reactive’ layer-by-layer approach promote well-defined cell-substrate interactions of human corneal epithelial cells. Specifically, crosslinked and amine-reactive polymer multilayers were produced by alternating ‘reactive’ deposition of an azlactone-functionalized polymer [poly(2-vinyl-4,4-dimethylazlactone)] and a primary amine-containing polymer [branched poly(ethylene imine)]. Advantages of our system include a 5 to 30-fold decrease in deposition time compared to traditional polyelectrolyte films and direct modification of the films with peptides. Our films react with mixtures of an adhesion-promoting peptide containing Arg-Gly-Asp (RGD) and the small molecule d-glucamine, a chemical motif which is non-fouling. Resulting surfaces prevent protein adsorption and promote cell attachment through specific peptide interactions. The specificity of cell attachment via immobilized RGD sequences was verified using both a scrambled RDG peptide control as well as soluble-RGD competitive assays. Films were functionalized with monotonically increasing surface densities of RGD which resulted in both increased cell attachment and the promotion of a tri-phasic proliferative response of a human corneal epithelial cell line (hTCEpi). The ability to treat PEI/PVDMA films with peptides for controlled cell-substrate interactions enables the use of these films in a wide range of biological applications. PMID:21972074

  14. Maintaining class, producing gender: enhancement discourses about amphetamine in entertainment media.

    Science.gov (United States)

    McKenna, Stacey A

    2011-11-01

    Since the 1930s, amphetamine has been used for a variety of socially and medically condoned purposes including personal and performance enhancement. In the contemporary U.S., although amphetamine and its derivatives share a history, similar chemical composition, and physiological and psychiatric effects, they are typically treated and researched as two distinct groups: illegally produced methamphetamine and prescription amphetamine. This study is an examination of the social meanings of these categories and their users as represented in popular media. To complement existing research on drug discourses in popular news media, this study analysed entertainment media: ten novels, three seasons of Breaking Bad, six television episodes, and eight movies. Media were coded inductively and deductively using tenets of critical discourse analysis and rhetorical criticism. The author identified discourses about user subject positions and ideologies pertaining to enhancement-related motivations for use. Two important themes emerged from this analysis that construct amphetamine use and users in ways that reflect, legitimize and reproduce class and gender ideologies. First, discourses illustrate that distinct meanings of methamphetamine versus prescription amphetamine are linked to expectations about the respective socioeconomic class and social status of their users. Second, the discourses reflect gendered values and ideals about productivity and sexuality. In reality, American cultural and political-economic contexts may encourage the use of amphetamine to meet a variety of social expectations and economic needs. However, many policy and prevention efforts surrounding amphetamine use disproportionately target methamphetamine users and women. Because policy and prevention efforts can be influenced as much by social values as by data, it is important to examine the many arenas in which social values are produced and disseminated. Copyright © 2011 Elsevier B.V. All rights

  15. The Cartoon quality in Internet. Clan TVE, Neox Kidz and Boing: entertainment platforms for young audiences

    Directory of Open Access Journals (Sweden)

    Inmaculada Sánchez-Labella Martín

    2016-05-01

    Full Text Available With the advancement of technology, Internet it has become the primary means for audiovisual consumption while presenting a critical situation around the debate the quality of the content. With the emergence of DTT (Digital Terrestrial Television in Spain television networks, public and private, they have created new thematics channels focused on content for children. At the same time, with the rise of new electronic devices such as tablets and smartphones, they have moved such content to the network by creating of platforms whose programs are aimed childhood. The non-linearity and immediacy in consumption make the Internet becomes an active mean giving autonomy and freedom to access a multitude of content regardless of time and the device. In this situation the child consumers is the audience that worries both parents and educational institutions. Restless, therefore, that children do not find programs adjusted to their age. The quality concept harbors no concrete definition because of the multitude of factors and perspectives that influence it. This paper, and based on different measurement criteria set by countries like Argentina, Chile, Spain, France, Italy, Japan, Sweden, the University of Pennsylvania (USA or the ACTF (Australian Children´s Television Foundation poses as main objective to analyze the online platforms Clan RTVE, Neox Kidz and Boing of television TVE, Antena 3 and Telecinco, respectively, because they are considered spaces with audiovisual material created for children. With the intention of demonstrating that they are presented as quality environments for children who access them it will conduct a qualitative methodology. Using the content analysis technique to each of the animated titles we can say that the cartoons, as outlined above, are quality entertainment programs.

  16. Molecular interactions of orthologues of floral homeotic proteins from the gymnosperm Gnetum gnemon provide a clue to the evolutionary origin of 'floral quartets'.

    Science.gov (United States)

    Wang, Yong-Qiang; Melzer, Rainer; Theissen, Günter

    2010-10-01

    Several lines of evidence suggest that the identity of floral organs in angiosperms is specified by multimeric transcription factor complexes composed of MADS-domain proteins. These bind to specific cis-regulatory elements ('CArG-boxes') of their target genes involving DNA-loop formation, thus constituting 'floral quartets'. Gymnosperms, angiosperms' closest relatives, contain orthologues of floral homeotic genes, but when and how the interactions constituting floral quartets were established during evolution has remained unknown. We have comprehensively studied the dimerization and DNA-binding of several classes of MADS-domain proteins from the gymnosperm Gnetum gnemon. Determination of protein-protein and protein-DNA interactions by yeast two-hybrid, in vitro pull-down and electrophoretic mobility shift assays revealed complex patterns of homo- and heterodimerization among orthologues of floral homeotic class B, class C and class E proteins and B(sister) proteins. Using DNase I footprint assays we demonstrate that both orthologues of class B with C proteins, and orthologues of class C proteins alone, but not orthologues of class B proteins alone can loop DNA in floral quartet-like complexes. This is in contrast to class B and class C proteins from angiosperms, which require other factors such as class E floral homeotic proteins to 'glue' them together in multimeric complexes. Our findings suggest that the evolutionary origin of floral quartet formation is based on the interaction of different DNA-bound homodimers, does not depend on class E proteins, and predates the origin of angiosperms. © 2010 The Authors. Journal compilation © 2010 Blackwell Publishing Ltd.

  17. “At-Risk” or “Socially Deviant”? Conflicting Narratives and Grassroots Organizing of Sex/Entertainment Workers and LGBT Communities in Cambodia

    National Research Council Canada - National Science Library

    Heidi Hoefinger; Srorn Srun

    2017-01-01

    .../entertainment workers and LGBT communities. Using the framework of sexual humanitarianism, this paper outlines the ways in which these constraints are compounded by two dominant conflicting narratives that place these groups as either at-risk...

  18. Can the Ames test provide an insight into nano-object mutagenicity? Investigating the interaction between nano-objects and bacteria.

    Science.gov (United States)

    Clift, Martin J D; Raemy, David O; Endes, Carola; Ali, Zulqurnain; Lehmann, Andrea D; Brandenberger, Christina; Petri-Fink, Alke; Wick, Peter; Parak, Wolfgang J; Gehr, Peter; Schins, Roel P F; Rothen-Rutishauser, Barbara

    2013-12-01

    The aim of this study was to assess the interaction of a series of well characterised nano-objects with the Gram negative bacterium Salmonella typhimurium, and how such an interaction may relate to the potential mutagenicity of nano-objects. Transmission electron microscopy showed that nano-objects (Au-PMA-ATTO NPs, CeO₂ NPs, SWCNTs and MWCNTs), as well as CAFs entered S. typhimurium. Only DEPs did not penetrate/enter the bacteria, however, were the only particle stimulus to induce any significant mutagenicity through the Ames test. Comparison with a sophisticated 3D in vitro cell model showed CAFs, DEPs, SWCNTs and MWCNTs to cause a significant increase in mammalian cell proliferation, whilst both the Au-PMA-ATTO NPs and CeO₂ NPs had not significant adverse effects. In conclusion, these results indicate that various of different nano-objects are able to penetrate the double-lipid bilayer of Gram negative bacteria, although the Ames test may not be a good indicator for nano-object mutagenicity.

  19. Assessing clinical support and inter-professional interactions among front-line primary care providers in remote communities in northern Canada: a pilot study

    Directory of Open Access Journals (Sweden)

    Stephanie K. Young

    2016-09-01

    Full Text Available Background: Primary care in remote communities in northern Canada is delivered primarily by nurses who receive clinical support from physicians in regional centres and the patient transportation system. To improve continuity, quality and access to care in remote northern communities, it is important to understand the perspectives of front-line providers and the complex challenges they face. Objective: To design and implement a survey of primary care providers to identify issues relating to inter-professional communication, clinical support and patient evacuation. Methods: In collaboration with the territorial government and regional health authority partners, we developed a 21-item self-administered questionnaire survey, which could be completed online. The survey was sent to 218 physicians and nurses who were employed in the Northwest Territories (NWT at the time of the survey and were involved in sending patients out of the community and/or receiving patients. The survey also contained an open-ended question at the end seeking comments regarding primary health care. Results: The overall low response rate of 39% among nurses and 19% among physicians threatens the validity of the quantitative results. The majority of providers were satisfied with their ability to communicate with other providers in a timely manner, their freedom to make clinical decisions and their overall experience practicing in the NWT. The patient transfer system appears to work from both the sender and receiver perspectives. However, a common theme reported by nurses was that physicians providing clinical advice, especially short-term locums, were not familiar with the local situation, whilst physicians at the receiving end remarked that the clinical information provided to them often lacked clarity. Conclusions: Important lessons were learnt from the pilot study, especially in better engagement of providers in planning and dissemination. The questionnaire design and the

  20. Beyond the Repository: A Mixed Method Approach to Providing Access to Collections Online

    Science.gov (United States)

    Garrison, Brian Wade

    2013-01-01

    After providing access to over 100 video interviews conducted by a professor with notable entertainers and personalities from film through an institutional repository, an experiment was conducted to discover whether a larger audience could be gained by adding a subset of 32 of these videos to YouTube. The results, over 400,000 views, indicate that…

  1. Mobile phone use among female entertainment workers in Cambodia: an observation study.

    Science.gov (United States)

    Brody, Carinne; Tatomir, Brent; Sovannary, Tuot; Pal, Khuondyla; Mengsrun, Song; Dionosio, Jennifer; Luong, Minh-Anh; Yi, Siyan

    2017-01-01

    Text or voice messages containing health behavior change content may be an inexpensive, discreet, sustainable and scalable way to reach populations at high risk for HIV. In Cambodia, one of the important high-risk populations is female entertainment workers (FEWs). This ethnographic study aims to explore typical phone use, examining patterns and behaviors that may influence the design of future mHealth interventions. The study consisted of one 8-hour non-participant observation session for 15 randomly sampled FEWs. Observations focused on capturing normal daily use of mobile devices. Observation checklists were populated by observers during the observations and a post-observation survey was conducted. Findings were discussed with Cambodian HIV outreach workers and HIV research fellows and their interpretations are summarized below. In this ethnographic study, all 15 participants made calls, checked the time and received research-related texts. More than half (n=8) of the participants engaged in texting to a non-research recipient. About half (n=7) went on Facebook (FB) and some (n=5) listened to music and looked at their FB newsfeed. Fewer played a mobile game, posted a photo to FB, went on YouTube, used FB chat/messenger, watched a video on FB, played a game on FB, used FB call/voice chat, looked at their phone's background or used the LINE app. Fewer still shared their phones, left them unattended, added airtime or changed their SIM cards. When participants received a research text message, most did not share the text message with anyone, did not ask for help deciphering the message and did not receive help composing a response. Notable themes from observer notes, HIV outreach workers and researchers include reasons why phone calls were the most frequent mode of communication, examples of how cell phone company text messages are used as a form of behavior change, literacy as a persistent barrier for some FEWs, and FEWs' high interest in receiving health

  2. Using In-class Group Exercises to Enhance Lectures and Provide Introductory Physics Students an Opportunity to Perfect Problem Solving Skills through Interactions with Fellow Students

    Science.gov (United States)

    Trout, Joseph; Bland, Jared

    2013-03-01

    In this pilot project, one hour of lecture time was replaced with one hour of in-class assignments, which groups of students collaborated on. These in-class assignments consisted of problems or projects selected for the calculus-based introductory physics students The first problem was at a level of difficulty that the majority of the students could complete with a small to moderate amount of difficulty. Each successive problem was increasingly more difficult, the last problem being having a level of difficulty that was beyond the capabilities of the majority of the students and required some instructor intervention. The students were free to choose their own groups. Students were encouraged to interact and help each other understand. The success of the in-class exercises were measured using pre-tests and post-tests. The pre-test and post-test were completed by each student independently. Statistics were also compiled on each student's attendance record and the amount of time spent reading and studying, as reported by the student. Statistics were also completed on the student responses when asked if they had sufficient time to complete the pre-test and post-test and if they would have completed the test with the correct answers if they had more time. The pre-tests and post-tests were not used in the computation of the grades of the students.

  3. The U.S. Geological Survey Flagstaff Science Campus—Providing expertise on planetary science, ecology, water resources, geologic processes, and human interactions with the Earth

    Science.gov (United States)

    Hart, Robert J.; Vaughan, R. Greg; McDougall, Kristin; Wojtowicz, Todd; Thenkenbail, Prasad

    2017-06-29

    The U.S. Geological Survey’s Flagstaff Science Campus is focused on interdisciplinary study of the Earth and solar system, and has the scientific expertise to detect early environmental changes and provide strategies to minimize possible adverse effects on humanity. The Flagstaff Science Campus (FSC) is located in Flagstaff, Arizona, which is situated in the northern part of the State, home to a wide variety of landscapes and natural resources, including (1) young volcanoes in the San Francisco Volcanic Field, (2) the seven ecological life zones of the San Francisco Peaks, (3) the extensive geologic record of the Colorado Plateau and Grand Canyon, (4) the Colorado River and its perennial, ephemeral, and intermittent tributaries, and (5) a multitude of canyons, mountains, arroyos, and plains. More than 200 scientists, technicians, and support staff provide research, monitoring, and technical advancements in planetary geology and mapping, biology and ecology, Earth-based geology, hydrology, and changing climate and landscapes. Scientists at the FSC work in collaboration with multiple State, Federal, Tribal, municipal, and academic partners to address regional, national, and global environmental issues, and provide scientific outreach to the general public.

  4. Dexras1 a unique ras-GTPase interacts with NMDA receptor activity and provides a novel dissociation between anxiety, working memory and sensory gating.

    Science.gov (United States)

    Carlson, G C; Lin, R E; Chen, Y; Brookshire, B R; White, R S; Lucki, I; Siegel, S J; Kim, S F

    2016-05-13

    Dexras1 is a novel GTPase that acts at a confluence of signaling mechanisms associated with psychiatric and neurological disease including NMDA receptors, NOS1AP and nNOS. Recent work has shown that Dexras1 mediates iron trafficking and NMDA-dependent neurodegeneration but a role for Dexras1 in normal brain function or psychiatric disease has not been studied. To test for such a role, mice with germline knockout (KO) of Dexras1 were assayed for behavioral abnormalities as well as changes in NMDA receptor subunit protein expression. Because Dexras1 is up-regulated during stress or by dexamethasone treatment, we included measures associated with emotion including anxiety and depression. Baseline anxiety-like measures (open field and zero maze) were not altered, nor were depression-like behavior (tail suspension). Measures of memory function yielded mixed results, with no changes in episodic memory (novel object recognition) but a significant decrement on working memory (T-maze). Alternatively, there was an increase in pre-pulse inhibition (PPI), without concomitant changes in either startle amplitude or locomotor activity. PPI data are consistent with the direction of change seen following exposure to dopamine D2 antagonists. An examination of NMDA subunit expression levels revealed an increased expression of the NR2A subunit, contrary to previous studies demonstrating down-regulation of the receptor following antipsychotic exposure (Schmitt et al., 2003) and up-regulation after exposure to isolation rearing (Turnock-Jones et al., 2009). These findings suggest a potential role for Dexras1 in modulating a selective subset of psychiatric symptoms, possibly via its interaction with NMDARs and/or other disease-related binding-partners. Furthermore, data suggest that modulating Dexras1 activity has contrasting effects on emotional, sensory and cognitive domains. Copyright © 2016 IBRO. Published by Elsevier Ltd. All rights reserved.

  5. Building Service Provider Capabilities

    DEFF Research Database (Denmark)

    Brandl, Kristin; Jaura, Manya; Ørberg Jensen, Peter D.

    In this paper we study whether and how the interaction between clients and the service providers contributes to the development of capabilities in service provider firms. In situations where such a contribution occurs, we analyze how different types of activities in the production process...

  6. Development of an MR-compatible hand exoskeleton that is capable of providing interactive robotic rehabilitation during fMRI imaging.

    Science.gov (United States)

    Kim, Sangjoon J; Kim, Yeongjin; Lee, Hyosang; Ghasemlou, Pouya; Kim, Jung

    2017-07-15

    Following advances in robotic rehabilitation, there have been many efforts to investigate the recovery process and effectiveness of robotic rehabilitation procedures through monitoring the activation status of the brain. This work presents the development of a two degree-of-freedom (DoF) magnetic resonance (MR)-compatible hand device that can perform robotic rehabilitation procedures inside an fMRI scanner. The device is capable of providing real-time monitoring of the joint angle, angular velocity, and joint force produced by the metacarpophalangeal (MCP) and proximal interphalangeal (PIP) joints of four fingers. For force measurement, a custom reflective optical force sensor was developed and characterized in terms of accuracy error, hysteresis, and repeatability in the MR environment. The proposed device consists of two non-magnetic ultrasonic motors to provide assistive and resistive forces to the MCP and PIP joints. With actuation and sensing capabilities, both non-voluntary-passive movements and active-voluntary movements can be implemented. The MR compatibility of the device was verified via the analysis of the signal-to-noise ratio (SNR) of MR images of phantoms. SNR drops of 0.25, 2.94, and 11.82% were observed when the device was present but not activated, when only the custom force sensor was activated, and when both the custom force sensor and actuators were activated, respectively.

  7. An entertainment-education colorectal cancer screening decision aid for African American patients: A randomized controlled trial.

    Science.gov (United States)

    Hoffman, Aubri S; Lowenstein, Lisa M; Kamath, Geetanjali R; Housten, Ashley J; Leal, Viola B; Linder, Suzanne K; Jibaja-Weiss, Maria L; Raju, Gottumukkala S; Volk, Robert J

    2017-04-15

    Colorectal cancer screening rates for African American patients remain suboptimal. Patient decision aids designed with an entertainment-education approach have been shown to improve saliency and foster informed decision making. The purpose of this study was to assess whether an entertainment-education decision aid tailored for African American patients improved patients' decision making, attitudes, intentions, or colorectal cancer screening behavior. Eighty-nine participants were randomized to view 1) a patient decision aid video containing culturally tailored information about colorectal cancer screening options and theory-based support in decision making presented in an entertainment-education format or 2) an attention control video about hypertension that contained similarly detailed information. Participants met with their clinician and then completed follow-up questionnaires assessing their knowledge, decisional conflict, self-advocacy, attitudes, perceived social norms, and intentions. At 3 months, completion of screening was assessed by chart review. Viewing the culturally tailored decision aid significantly increased African American patients' knowledge of colorectal cancer screening recommendations and options. It also significantly reduced their decisional conflict and improved their self-advocacy. No significant differences were observed in participants' attitudes, norms, or intentions. At three months, 23% of all patients had completed a colonoscopy. Designing targeted, engaging patient decision aids for groups that receive suboptimal screening holds promise for improving patient decision making and self-advocacy. Additional research is warranted to investigate the effectiveness of such aids in clinical practices with suboptimal screening rates and on downstream behaviors (such as repeat testing). Cancer 2017;123:1401-1408. © 2016 American Cancer Society. © 2016 American Cancer Society.

  8. Indoor air pollution (PM2.5) due to secondhand smoke in selected hospitality and entertainment venues of Karachi, Pakistan.

    Science.gov (United States)

    Nafees, Asaad Ahmed; Taj, Tahir; Kadir, Muhammad Masood; Fatmi, Zafar; Lee, Kiyoung; Sathiakumar, Nalini

    2012-09-01

    To determine particulate matter smaller than 2.5 μm (PM(2.5)) levels at various hospitality and entertainment venues of Karachi, Pakistan. This was a descriptive cross-sectional study conducted at various locations in Karachi, during July 2009. Sampling was performed at 20 enclosed public places, including hospitality (restaurants and cafés) and entertainment (snooker/billiard clubs and gaming zones) venues. PM(2.5) levels were measured using an aerosol monitor. All entertainment venues had higher indoor PM(2.5) levels as compared to the immediate outdoors. The indoor PM(2.5) levels ranged from 25 to 390 μg/m(3) and the outdoor PM(2.5) levels ranged from 18 to 96 μg/m(3). The overall mean indoor PM(2.5) level was 138.8 μg/m(3) (± 112.8). Among the four types of venues, the highest mean indoor PM(2.5) level was reported from snooker/billiard clubs: 264.7 μg/m(3) (± 85.4) and the lowest from restaurants: 66.4 μg/m(3) (± 57.6) while the indoor/outdoor ratio ranged from 0.97 to 10.2, highest being at the snooker/billiard clubs. The smoking density ranged from 0.21 to 0.57, highest being at gaming zones. The indoor PM(2.5) concentration and smoking density were not significantly correlated (Spearman's correlation coefficient = 0.113; p = 0.636). This study demonstrates unacceptably high levels of PM(2.5) exposure associated with secondhand smoke (SHS) at various entertainment venues of Karachi even after 8 years since the promulgation of smoke-free ordinance (2002) in Pakistan; however, better compliance may be evident at hospitality venues. The results of this study call for effective implementation and enforcement of smoke-free environment at public places in the country.

  9. ‘This book will trigger dreams’: The memoirs of lifestyle migrants in rural France - recounting, entertaining, promoting

    Directory of Open Access Journals (Sweden)

    Aude Etrillard

    2014-11-01

    Full Text Available The migration of British individuals in rural and coastal areas of Europe and beyond has received an outstanding attention in media, with TV programs, movies, news articles or news magazine entirely dedicated to it and with a plethoric entertainment literature of “travel writings” and memoirs. In this paper I will present a critical analysis of such a literature, which explores how it is participating to the fetishisation of lifestyle migration, producing commercial argumentation for a lifestyle change via positive narratives and depictions of the migration processes, of the French rural places and of autochthone populations, marked with the socioeconomic structural conditions of lifestyle migration.

  10. Dimensions of Autotelic Personality and their Effects on Perceived Playfulness in the Context of Mobile Information and Entertainment Services

    Directory of Open Access Journals (Sweden)

    Felix B. Tan

    2011-03-01

    Full Text Available Autotelic Personality represents an important individual construct in flow theory yet little is known about its underlying dimensions. Csikszentmihalyi (1988 suggested that the higher the autotelic nature of an individual, the more likely for him/her to experience flow. This study explores autotelic personality, its underlying dimensions and its relationship with perceived playfulness in the context of Mobile Information and Entertainment Services (MIES. This study found Autotelic Personality to be an important quality in order for users to experience perceived playfulness in the MIES context. Several underlying dimensions of Autotelic Personality were identified, including personal innovativeness, self efficacy and control.

  11. Structure of RNA-interacting Cyclophilin A-like protein from Piriformospora indica that provides salinity-stress tolerance in plants

    Science.gov (United States)

    Trivedi, Dipesh Kumar; Bhatt, Harshesh; Pal, Ravi Kant; Tuteja, Renu; Garg, Bharti; Johri, Atul Kumar; Bhavesh, Neel Sarovar; Tuteja, Narendra

    2013-10-01

    Soil salinity problems are widespread around the globe with increased risk of spreading over the years. The fungus Piriformospora indica, identified in Indian Thar desert, colonizes the roots of monocotyledon plants and provides resistance towards biotic as well as abiotic stress conditions. We have identified a cyclophilin A-like protein from P. indica (PiCypA), which shows higher expression levels during salinity stress. The transgenic tobacco plants overexpressing PiCypA develop osmotic tolerance and exhibit normal growth under osmotic stress conditions. The crystal structure and NMR spectroscopy of PiCypA show a canonical cyclophilin like fold exhibiting a novel RNA binding activity. The RNA binding activity of the protein and identification of the key residues involved in the RNA recognition is unique for this class of protein. Here, we demonstrate for the first time a direct evidence of countering osmotic stress tolerance in plant by genetic modification using a P. indica gene.

  12. Value Frameworks for the Patient-Provider Interaction: A Comparison of the ASCO Value Framework Versus NCCN Evidence Blocks in Determining Value in Oncology.

    Science.gov (United States)

    Shah-Manek, Bijal; Galanto, Joseph S; Nguyen, Huong; Ignoffo, Robert

    2017-06-01

    To address the rising concern about oncology drug costs, the American Society of Clinical Oncology (ASCO) and the National Comprehensive Cancer Network (NCCN) recently developed unique tools to help providers and patients make informed decisions about the value of an anticancer regimen. The ASCO Value Framework (AVF) allows users to generate a net health benefit (NHB) score along with drug acquisition costs for oncology regimens that have been compared in a prospective randomized clinical trial. In contrast, the NCCN Evidence Blocks (NEB) derives ratings from an expert panel assessment in the categories of efficacy, safety, quality and consistency of evidence, and affordability. To compare the results of the AVF and NEB by applying each tool to the same clinical scenarios. We evaluated 2 regimens using the AVF and NEB scores: (1) enzalutamide for treatment of metastatic castration-resistant prostate cancer and (2) nivolumab versus docetaxel in treatment of advanced squamous and nonsquamous non-small cell lung cancer (NSCLC). Enzalutamide generated a total NHB score of 44.8 (range 0-180) for use before chemotherapy and 70.8 for use after chemotherapy with a monthly cost of $8,495 in the AVF. The NEB scored enzalutamide 4 (very effective) for efficacy, 4 (occasionally toxic) for safety, and 2 (expensive) for affordability in the no visceral metastases block. It scored 3 (moderately effective) for efficacy, 4 for safety, and 2 for affordability in the visceral metastases block. Nivolumab in advanced nonsquamous NSCLC scored 36.0 and 73.2 in advanced squamous NSCLC, with a monthly cost of $7,010 in the AVF. The NEB gave nivolumab a score of 4 for efficacy and safety and 1 (very expensive) for affordability in the NEB in advanced nonsquamous and advanced squamous NSCLC. The AVF and NEB are novel tools that take different approaches in assessing the value of an oncology treatment regimen. From this study, it is clear that the findings generated by these tools are

  13. Single concentration loss of activity assay provides an improved assessment of drug-drug interaction risk compared to IC50-shift.

    Science.gov (United States)

    Wong, Simon G; Lee, Mey; Wong, Bradley K

    2016-11-01

    1. The utility of two abbreviated, higher-throughput assays [IC50-shift and the loss of activity (LOA) assay] to evaluate time-dependent inhibition (TDI) of 24 structurally related compounds was compared. 2. Good correlation (R(2)  = 0.90) between % inhibition and kinact/KI suggested that the LOA assay has utility as an indicator of TDI potential. Weaker correlation was observed for the shifted IC50 (IC50(T = 30)) (R(2) = 0.61) and the fold-shift in IC50 (R(2) = 0.17). 3. Primary mechanism for poor correlation was depletion of active enzyme at concentrations > 1 μM leading to greater than predicted inhibition in the IC50-shift assay. 4. Previously reported strong correlations between IC50(T = 30) and kinact/KI were found to be dependent on potent TDI compounds with kinact/KI > 30; correlation was reduced for moderate inhibitors (kinact/KI assay maintained good correlation even when strong TDI compounds were excluded. 5. LOA assay (% Inhibition at 30 min, 10 μM) was a good predictor of in vivo DDI (AUCr), providing a graded response with low potential for false negatives or positives. IC50-shift assay had bias for over-predicting in vivo DDI and was more likely to identify false positives.

  14. Online Education as Interactive Experience: Some Guiding Models.

    Science.gov (United States)

    McLellan, Hilary

    1999-01-01

    Presents conceptual models and proven practices that are emerging at the convergence of economics, entertainment, and virtual community-building and applies them to the design of online courses. Discusses the experience economy; digital storytelling; social presence; personal space and computer interaction; and online technologies and types of…

  15. Editorial: Expressive Interactive Systems That Tell a Story

    NARCIS (Netherlands)

    Reidsma, Dennis; Volpe, Gualtiero; Volpe, G; Camurri, A.; Camurri, Antonio; Nijholt, Antinus

    2015-01-01

    This special issue brings together selected, extended contributions from the Fourth Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN 2011), with a special focus on research concerning the application of new technologies in the field of arts and culture. Since 2005, the

  16. Long-term human-robot interaction with young users

    NARCIS (Netherlands)

    Baxter, P.; Belpaeme, T.; Canamero, L.; Cosi, P.; Demiris, Y.; Enescu, V.; Et al.

    2011-01-01

    Artificial companion agents have the potential to combine novel means for effective health communication with young patients support and entertainment. However, the theory and practice of long-term child-robot interaction is currently an underdeveloped area of research. This paper introduces an

  17. Nuevas narrativas televisivas: relajar, entretener, contar, ciudadanizar, experimentar New Television Narratives: Entertainment, Telling, Citizenship, Experimental

    Directory of Open Access Journals (Sweden)

    Omar Rincón

    2011-03-01

    Full Text Available La televisión generalista e industrial es un viaje al pasado, al vacío de sentido y al aburrimiento por su conservadurismo moral, su pereza creativa, su ausencia de pensamiento y su pobre modo de entender el entretenimiento. Pero el monopolio televisivo de la pantalla pública se acabó, pues ahora todo ciudadano puede ser un productor, narrador audiovisual y tener pantalla. Así aparecen nuevas televisiones y otras pantallas que se atreven a contar distinto: un periodismo más subjetivo, testimonial y pensado desde las imágenes; una telenovela hiperrealista que se atreve a intervenir el melodrama desde la comedia, el documental y las culturas locales; unos medios de abajo y con la gente que se hacen para romper con la homogeneidad temática y política de las máquinas mediática, del mercado y del desarrollo. En este ensayo se argumenta a favor de la televisión como lugar de expresión de identidades inestables, experimentos narrativos y posibilidades inéditas para la creación audiovisual… solo si «toma la forma» de mujer, de lo indígena, afro, medio ambiental, otras sexualidades… y juega en nuevas pantallas como Youtube, lo comunitario y el celular. Lo más urgente es que la televisión pase de la obsesión por los contenidos a las exploraciones estéticas y narrativas desde las identidades otras y en narrativas más «colaboractivas» porque existe la posibilidad de ser los relatos que queremos ser.Broadcasting and industrial television is a trip back to the past, to a space devoid of meaning, and to the boredom resulting from its moral conservatism, lack of creativity, thought and entertainment. But television’s monopoly over public screening is over; now, anyone can be a producer, an audiovisual narrator with his or her own screen. New television and other screens are daring to change the way stories are told: a more subjective, testimonial and imagebased journalism; a hyperrealist soap opera that dares to bring melodrama to

  18. Feasibility study on data collection in the electricity sector for the household goods, home entertainment, office, communications and industrial areas; Machbarkeitsstudie Datenerhebung im Elektrizitaetsbereich, Bereiche Hausgeraete, Unterhaltungselektronik, Buero- und Kommunikationsgeraete, Industrie

    Energy Technology Data Exchange (ETDEWEB)

    Huser, A. [Encontrol GmbH, Niederrohrdorf (Switzerland); Schaltegger, B. [Meyer und Schaltegger AG, St. Gallen (Switzerland); Baumgartner, W. [Basics AG, Zuerich (Switzerland)

    2001-07-01

    To improve the data situation, and as a management instrument, the Swiss Federal Office of Energy wants to create a quantitative overview of the consumption of electrical energy. In a feasibility study carried out for this purpose, the current data situation was investigated and it showed in which range of applications and at what cost detailed information could be gathered. The investigation is part of a comprehensive study concerning the opportunities for improvement of the electrical energy statistics. In principle, the entire electrical energy consumption of Switzerland will be covered. This report embraces the household equipment, entertainment electronic equipment, office and communications equipment and the industrial consumer groups. In various sectors, survey and calculation models can be supplied that provide data of a high quality. It can be shown that a massive improvement in the data situation, compared to the current situation, can be achieved at a moderate cost. In the case of household equipment, entertainment electronic equipment, office and communications equipment, good quality data can be ascertained with a bottom-up estimate. Various empirical studies, as well as the linking of this data, are necessary for this. Because of the complexity and diversity of equipment in the industrial consumer group, other methodological estimates will be proposed. (author)

  19. The problematic internet entertainment use scale for adolescents: prevalence of problem internet use in Spanish high school students.

    Science.gov (United States)

    Lopez-Fernandez, Olatz; Freixa-Blanxart, Montserrat; Honrubia-Serrano, Maria Luisa

    2013-02-01

    Many researchers and professionals have reported nonsubstance addiction to online entertainments in adolescents. However, very few scales have been designed to assess problem Internet use in this population, in spite of their high exposure and obvious vulnerability. The aim of this study was to review the currently available scales for assessing problematic Internet use and to validate a new scale of this kind for use, specifically in this age group, the Problematic Internet Entertainment Use Scale for Adolescents. The research was carried out in Spain in a gender-balanced sample of 1131 high school students aged between 12 and 18 years. Psychometric analyses showed the scale to be unidimensional, with excellent internal consistency (Cronbach's alpha of 0.92), good construct validity, and positive associations with alternative measures of maladaptive Internet use. This self-administered scale can rapidly measure the presence of symptoms of behavioral addiction to online videogames and social networking sites, as well as their degree of severity. The results estimate the prevalence of this problematic behavior in Spanish adolescents to be around 5 percent.

  20. Blood, Monstrosity and Violent Imagery: Grand-Guignol, the French Theatre of Horror as a Form of Violent Entertainment

    Directory of Open Access Journals (Sweden)

    Tanja Jurković

    2013-12-01

    Full Text Available During the sixty-year period of its existence, Grand-Guignol, the French theatre of horror, gained a status of a legendary theatre which dealt with horrors and terrors of human mind, successfully connecting faits divers (common, everyday facts with the erotic and titillating scenes of violence on stage. The performance style, the writing, the special effects, and the directorship over the course of years, made this theatre a legendary place where blood flowed in streams and people fainted during performances, in this way making its indelible mark in horror genre today. In this paper, the author is trying to focus the attention on the theatre of Grand-Guignol as a form of violent entertainment and the way the representations of violence and horror enacted on its stage affected the audience, through Goldstein’s theory of the importance of visual imagery in different media today. Furthermore, through comparison of violent acts presented on the stage of the Grand-Guignol and the atmosphere they create in the viewer’s mind with some of the aspects of Artaud’s vision of his theatre of cruelty, the author attempts to show how this form of violent entertainment in the theatrical media influences the vision of that same violence within the audience, with the sense of security as the main idea in which the viewers feel safe to enjoy, envision and in a way become the participants in the performances enacted on the small stage of the Grand-Guignol.

  1. How Movies Shape Students' Attitudes Toward Individuals with Schizophrenia: An Exploration of the Relationships between Entertainment Experience and Stigmatization.

    Science.gov (United States)

    Röhm, Alexander; Hastall, Matthias R; Ritterfeld, Ute

    2017-03-01

    Mass media shape not only public, but also healthcare professionals' attitudes towards individuals with a mental illness. This study investigates how watching a movie about schizophrenia affects stigma-related attitudes of rehabilitation science students, who are likely to work with affected individuals. Participants watched an entertainment movie portrayal of schizophrenia. Stigma-related attitudes and social distance were assessed one week before watching the movie, directly afterwards, and one week later. No significant differences in stigmatization emerged between viewers and non-viewers. Enjoyment, appreciation, and general movie evaluation mediated viewers' transportation into the story on changes in stigmatization. Results are discussed with respect to media effects on stigma-related attitudes and their implications for mental health nursing practice and education.

  2. The Entertainment-Education Strategy in Sexual Assault Prevention: A Comparison of Theoretical Foundations and a Test of Effectiveness in a College Campus Setting.

    Science.gov (United States)

    Hust, Stacey J T; Adams, Paula M; Willoughby, Jessica Fitts; Ren, Chunbo; Lei, Ming; Ran, Weina; Marett, Emily Garrigues

    2017-09-01

    Among the existing sexual assault prevention efforts on college campuses, few use mass communication strategies designed to simultaneously entertain and educate. Although many entertainment-education efforts are guided by social cognitive theory, other theories may be useful in entertainment-education design. Previous research has found that social cognitive theory and social norms theory can successfully influence participants' perceived norms and efficacy related to sexual assault reduction; however, whether such results can be replicated in a naturalistic setting and the extent to which the guiding theoretical foundation may influence outcomes remain unknown. We used a pre- and posttest field experiment with college students in residence halls to assess how different theoretical foundations may influence effects. Over the course of a semester, the participants viewed eight mini-magazines developed using (1) social cognitive theory, (2) social norms theory, (3) a combination of both theoretical frameworks, or (4) a control condition with no sexual assault prevention messaging. Participants in the combined content condition had greater levels of self-efficacy related to sexual assault prevention and more accurate norm perceptions. There were also effects for the mini-magazines developed with only one theoretical framework. Overall, we found that multiple theories can effectively guide entertainment-education message development.

  3. A ku-band dual-polarization connected array of dipoles with wide-scan capability for in-flight entertainment

    NARCIS (Netherlands)

    Cavallo, D.; Gerini, G.; Bolt, R.; Grooters, R.; Deurloo, D.; Zalk, B. van; Neto, A.; Toso, G.; Midthassel, R.

    2012-01-01

    This work reports on the development and performance of a doubly-polarized array of connected dipoles for in-flight entertainment. The array is designed to simultaneously operate in the uplink and the downlink bands, with an overall bandwidth of about 30%, from 10.7 to 14.5 GHz. The array prototype

  4. Wheelchairmanship Project. A Program to Educate Personnel in the Transportation, Hotel and Restaurant, and Entertainment Industries in Improved Techniques for Serving Disabled People. Final Report.

    Science.gov (United States)

    Smith, Anita P.; And Others

    In a project designed to train customer service personnel in improved methods of assisting the physically disabled, audio-visual training materials were developed and presented during 2-week courses involving 1,058 employees at transportation, hotel/restaurant, and entertainment centers in 25 cities. The participants judged the training program…

  5. 49 CFR 805.735-5 - Receipt of gifts, entertainment, and favors by Members or employees.

    Science.gov (United States)

    2010-10-01

    ... safety purposes, as provided for in the Civil Aeronautics Board's regulations; (7) Acceptance of... government unless authorized by Congress as provided by the Constitution and in 5 U.S.C. 7342. (f) Members... involved will be paid by the Board in accordance with applicable laws and regulations relating to...

  6. 'Playing robot': an interactive sound installation in human-robot interaction design for new media art

    OpenAIRE

    Buch, Benjamin; Coussement, Pieter; Schmidt, Lüder

    2010-01-01

    In this study artistic human-robot interaction design is in- troduced as a means for scientific research and artistic inves- tigations. It serves as a methodology for situated cognition integrating empirical methodology and computational mod- eling, and is exemplified by the installation playing robot. Its artistic purpose is to aid to create and explore robots as a new medium for art and entertainment. We discuss the use of finite state machines to organize robots’ behavioral reac- tions to ...

  7. The Science in Science Fiction: Using Popular Entertainment as a Gateway

    Science.gov (United States)

    Basri, Gibor S.

    2011-05-01

    Science fiction on television and in movies reaches a wide audience of young people. Some of them are avid fans of particular stories, and more are enthralled by some of the special effects and other science fiction themes that have become ever more compelling as media technology improves. It actually doesn't matter whether the physics behind the science fiction is solid, the latest in speculative theory, or absolute nonsense - all provide a backdrop against which to present solid science. I'll talk about the opportunities provided by a few recent series and movies and how they can be woven into discussions of physics, astrophysics, or how science really works.

  8. The Juror’s Image of an Entertainment TV-Show (on the basis of “The Voice” Show

    Directory of Open Access Journals (Sweden)

    Анастасия Сергеевна Герасимова

    2016-12-01

    Full Text Available The article is devoted to the peculiarities of a public discourse and communicative characteristics of the juror’s image in a creative TV-show «The Voice». Nowadays TV-show has become a popular entertaining program where the image of the juror is not only a pragmatic component of public communication but an element creating the plot of the program as well. Based on the material of oral statements in 40 speech situations, the research defines verbal and non-verbal dominants of Russian communicative behavior while assessing (means of lexical expression, speech tactics, gestures, mimicry and manners which form a universal image of a tutor throughout a creative TV-show. Being quite new for Russian television, such entertaining format creates a necessity of describing role peculiarities expanding the idea of Russian communicative behavior in conditions of public vicarious communication. To find out verbal and non-verbal correlates of the juror’s role such phenomena as «image» аnd «lingvocultural type» are compared in the article. Theoretical basis of the study was formed due to works of Russian and foreign researchers devoted to image-making and public relations (I.L. Vikent'ev, G.G. Pochepsov, A.P. Fedorkina, V.M. Shepel', P. Bird, J. Fiske, E. Sampson, P. Seitel as well as works in the sphere of lingvopersonology and cognitive linguistics (O.A. Dmitrieva, V.I. Karasik, V.P. Neroznak, R. Jackendoff, V. Evans, D. Geeraerts. Functional and semantic complexity of a TV-discourse in its genre of a show determined the usage of general description methods, methods of interpretation, generalization and classification. Among some particular the methods of communicative, discourse, structural and semantic analysis were used. In result the study shows that image characteristics are formed not only thanks to the individual peculiarities of the juror’s communicative behavior, but also due to general elements - musical education, sphere of

  9. Communicology and football. Social life, sport and entertainment from a constructivist perspective

    Directory of Open Access Journals (Sweden)

    Jesús Galindo Cáceres

    2008-11-01

    Full Text Available Starting off of the constructivistic idea of the social interaction in situation, the first note is the relation between the group formation, of community, in the football team. The argument is followed towards the relation of this phenomenon with the communitarian life of the spectator. The argument is followed towards the relation of this phenomenon with the communitarian life of the spectator. The observation perspective closes the circle with the inverse relation, the solitude of the spectator of soccer by television and the spectacular form of the game in the field. Two found matrices of life and in dialectic relation. How many scenes of construction of social life derive from this encounter? How many life forms are formed in this constructivistic crucible of the world? Which are the variants of the basic types of configuration of construction of social life from the phenomenon of soccer? The text is completed with some notes on the constructivistics elements to observe in the experience of the situacional space-time of the associated social life soccer

  10. Sexual content in video games: an analysis of the Entertainment Software Rating Board classification from 1994 to 2013.

    Science.gov (United States)

    Vidaña-Pérez, Dèsirée; Braverman-Bronstein, Ariela; Basto-Abreu, Ana; Barrientos-Gutierrez, Inti; Hilscher, Rainer; Barrientos-Gutierrez, Tonatiuh

    2018-01-11

    Background: Video games are widely used by children and adolescents and have become a significant source of exposure to sexual content. Despite evidence of the important role of media in the development of sexual attitudes and behaviours, little attention has been paid to monitor sexual content in video games. Methods: Data was obtained about sexual content and rating for 23722 video games from 1994 to 2013 from the Entertainment Software Rating Board database; release dates and information on the top 100 selling video games was also obtained. A yearly prevalence of sexual content according to rating categories was calculated. Trends and comparisons were estimated using Joinpoint regression. Results: Sexual content was present in 13% of the video games. Games rated 'Mature' had the highest prevalence of sexual content (34.5%) followed by 'Teen' (30.7%) and 'E10+' (21.3%). Over time, sexual content decreased in the 'Everyone' category, 'E10+' maintained a low prevalence and 'Teen' and 'Mature' showed a marked increase. Both top and non-top video games showed constant increases, with top selling video games having 10.1% more sexual content across the period of study. Conclusion: Over the last 20 years, the prevalence of sexual content has increased in video games with a 'Teen' or 'Mature' rating. Further studies are needed to quantify the potential association between sexual content in video games and sexual behaviour in children and adolescents.

  11. Entertainment television as a healthy sex educator: the impact of condom-efficacy information in an episode of friends.

    Science.gov (United States)

    Collins, Rebecca L; Elliott, Marc N; Berry, Sandra H; Kanouse, David E; Hunter, Sarah B

    2003-11-01

    Television is often decried as a negative influence on the sexual attitudes and behavior of America's adolescents. However, television occasionally includes messages about the risks of having sex that may have a positive effect on youth. To assess the impact of condom-efficacy messages in an episode of Friends on teens. Design, Setting, and Participants. A national sample of 506 adolescents 12 to 17 years old who had been regular viewers of Friends the previous year were surveyed by telephone shortly after the episode aired. Viewership of the Friends episode, recall of the condom-efficacy message, beliefs about condoms, self-reported change in condom knowledge, and discussions of condom efficacy with parents. At least 27% of the sample saw the episode, and 65% of these viewers recalled its depiction of condom failure resulting in pregnancy. Forty percent of the viewers watched with an adult. Ten percent of viewers talked to an adult about condom efficacy as a result of the show. Compared with other viewers, youth who talked with an adult were more likely to report learning about condoms from the episode and appeared less likely to reduce their perceptions of condom efficacy after the episode. Entertainment television can serve as a healthy sex educator and can work in conjunction with parents to improve adolescent sexual knowledge.

  12. An Interactive Robotic Fish Exhibit for Designed Settings in Informal Science Learning

    Science.gov (United States)

    Phamduy, Paul; Leou, Mary; Milne, Catherine; Porfiri, Maurizio

    2017-01-01

    Informal science learning aims to improve public understanding of STEM. Free-choice learners can be engaged in a wide range of experiences, ranging from watching entertaining educational videos to actively participating in hands-on projects. Efforts in informal science learning are often gauged by their ability to elicit interaction, to foster…

  13. Demographic and Behavioral Correlates of HIV Risk among Men and Transgender Women Recruited from Gay Entertainment Venues and Community-based Organizations in Thailand: Implications for HIV Prevention

    OpenAIRE

    Newman, PA; Lee, SJ; Roungprakhon, S; Tepjan, S

    2012-01-01

    High HIV prevalence among men who have sex with men (MSM) and transgender women in Thailand suggest a vital need for targeted interventions. We conducted a cross-sectional survey to examine and compare sexual risk behaviors, and demographic and behavioral correlates of risk, among MSM and transgender women recruited from gay entertainment venue staff and community-based organization (CBO) participants. We used venue-based sampling across nine sites in Bangkok and Chiang Mai. Among 260 partici...

  14. The use of entertainment and communication technologies before sleep could affect sleep and weight status: a population-based study among children

    OpenAIRE

    Dube, Nomathemba; Khan, Kaviul; Loehr, Sarah; Chu, Yen; Veugelers, Paul

    2017-01-01

    Background Short sleep duration and poor sleep quality have been demonstrated to be associated with childhood obesity. It has been suggested that electronic entertainment and communication devices (EECDs) including TVs, computers, tablets, video games and cell phones interfere with sleep in children and youth. The aim of this study was to assess the impact that the use of EECDs in the hour before bedtime has on sleep and weight status to inform sleep promotion interventions and programs to pr...

  15. Socio-structural and behavioral risk factors associated with trafficked history of female bar/spa entertainers in the sex trade in the Philippines.

    Science.gov (United States)

    Urada, Lianne A; Halterman, Sonja; Raj, Anita; Tsuyuki, Kiyomi; Pimentel-Simbulan, Nymia; Silverman, Jay G

    2016-01-01

    To explore factors associated with trafficking (deceptive/coercive entry to sex trade) among female bar/spa entertainers who traded sex in the Philippines. Female bar/spa entertainers who traded sex in the past 6months were recruited from 25bar/spa venues in Metro Manila (April 2009-January 2010) and assessed via cross-sectional survey data collection for HIV-risk-related socio-structural factors associated with deceptive/coercive entry into the sex trade. The study employed hierarchical linear modeling. Of 166bar/spa entertainers assessed, 19 (11.4%) reported being deceived/coerced (i.e. trafficked) into their first jobs. Trafficking history was independently associated with current drug use (adjusted odds ratio [AOR] 2.05; 95% confidence interval [CI] 1.00-3.97) decreased availability of condoms at venues for entertainers (AOR 0.18; 95% CI 0.05-0.71) and, conversely, increased peer support for practicing safer sex behaviors (AOR 3.08; 95% CI 1.63-5.09). Those deceived/coerced into their positions were more likely than non-trafficked women to have been recruited by an agency who came to their rural province (AOR 12.07; 95% CI 1.77-82.25) as opposed to getting the job from advertisement (AOR 0.10; 95% CI 0.02-0.65) or a friend/acquaintance (AOR 0.02; 95% CI 0.00-0.48). The findings have implications for designing interventions to prevent and target trafficked women in the Philippines who may be more vulnerable to substance use and, potentially, HIV infection. Copyright © 2015 International Federation of Gynecology and Obstetrics. Published by Elsevier Ireland Ltd. All rights reserved.

  16. Price-based promotions of alcohol: legislative consistencies and inconsistencies across the Australian retail, entertainment and media sectors.

    Science.gov (United States)

    Wardle, Jon

    2015-05-01

    Excessive alcohol consumption is a major public health issue internationally, with alcohol consumption being recognised as a leading cause of preventable illness and major social burden. To help ameliorate the risks and harms associated with alcohol consumption, all levels of governments have explored various legislative and regulatory provisions to support responsible alcohol consumption, service and promotion. In this article, using Australia as a case study, the legislative environment around responsible alcohol promotion and consumption across the Australian retail, entertainment and media sectors will be explored, with a focus on pricing and volume-based discounts. Whilst the potential harm and effect of both the licensed and non-licensed sectors appears to be widely acknowledged as similar in both scope and size of effect, legislative protections overwhelmingly focus solely on reducing the risks associated with alcohol consumption in licensed premises. This article explores the legislative provisions around preventing excessive alcohol consumption through promotional and marketing activities, and notes that whilst the licensed premises sector is facing increasing legislative restrictions, the off-premises sector remains unregulated and in some cases has even had existing restrictions removed, despite forming an increasing part of the alcohol chain in Australia. There appear to be inconsistencies and regulatory gaps in relation to price-based and volume-based discount alcohol promotions. Regulatory loopholes allow the retail sector in particular to use discounted alcohol as a promotional tool, in a way that is inconsistent with the goals of public health alcohol legislation, and in a way which would be illegal in any other sector. There appears to be a compelling case for introducing new restrictions, or extending existing restrictions, on these forms of promotion across all sectors involved in alcohol promotion, and there is considerable evidence that there

  17. Factors associated with consistent condom use and STIs among foreign female entertainment workers: results from a cross-sectional survey in Singapore.

    Science.gov (United States)

    Lim, Raymond Boon Tar; Wong, Mee Lian; Cheung, Olive N Y; Tham, Dede Kam Tyng; Tai, Bee Choo; Chan, Roy

    2017-03-01

    We assessed the prevalence of consistent condom use and laboratory-confirmed STIs among foreign female entertainment workers (FEWs) who engaged in paid or casual sex in Singapore and the factors associated with these characteristics. A cross-sectional survey, using time-location sampling, was conducted on 220 FEWs (115 Vietnamese and 105 Thai) in 2015. For multivariable analysis, we used a mixed-effects Poisson regression model with backward stepwise approach to account for clustering by venue and to obtain the adjusted prevalence ratios (aPRs) of factors associated with consistent condom use and STI positivity, respectively. Consistent condom use with paid or casual partners in the past month was 39.6% and 36.2% for vaginal and oral sex, respectively. The prevalence of STI (cervical chlamydia, cervical gonorrhoea or pharyngeal gonorrhoea) positivity was 13.6%. In multivariable analysis, consistent condom use for both vaginal and oral sex increased with high self-perceived risk of getting STI/HIV (vaginal: aPR 2.09; 95% CI 1.26 to 3.46; oral: aPR 2.41; 95% CI 1.23 to 4.69) and condom negotiation (vaginal: aPR 3.74; 95% CI 2.07 to 6.75; oral: aPR 2.81; 95% CI 1.51 to 5.26). STI positivity decreased with consistent condom use for vaginal sex (aPR 0.22; 95% CI 0.07 to 0.75) and increased with number of sexual partners (aPR 1.43; 95% CI 1.07 to 1.92). In addition to advocating for policy decisions to provide a safer work environment, behavioural interventions on condom negotiation skills and condom use and biomedical interventions on STI/HIV testing and treatment interventions are needed among the FEWs in Singapore. NCT02780986; pre-results. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/.

  18. Interactions between Art and Mobile Robotic System Engineering

    OpenAIRE

    Mondada, F.; Legon, S.

    2001-01-01

    The field of mobile robotics offers a new medium for public entertainment and art. Mobile robots can move, react, and interact in the real world, generating behaviors that can be used as a new artistic medium quite different from sculptures, drawings or video. This new medium, like other technological media such as video or the Internet, requires considerable technical know-how to be exploited successfully. The successful design of a mobile robot demands a strong interdisciplinary and systems...

  19. Between Entertainment and Education

    DEFF Research Database (Denmark)

    Maier, Carmen Daniela

    of the enormous educational potential selected MVs may have, not only for media, but also for language and culture studies students. Apparently, it was Jackson's intention to create a lyrically deep song that was also melodically simple, so that the whole world and especially non-English-speaking audiences could...... sing along. With its synchronisation of aural, visual and verbal modes, ES is orchestrated along four narrative strands filmed in four different geographic locations across the globe, but presumably occurring at the same time.  Each of these strands presents disturbing images of deforestation, animal...... this analytical method, media [1]students can gain a better understanding of the roles of specific editing strategies in multimodally building layers of meaning. When analyzing the lyrical and emotional aspects that are combined with an original song of contemporary relevance, the educational possibilities...

  20. REVISTA INTERNACIONAL DE RELACIONES PÚBLICLa gestión cultural y del ocio como estrategia de relación con los públicos / Cultural and entertainment management as a strategy of public relation

    Directory of Open Access Journals (Sweden)

    Mónica Viñarás Abad

    2013-12-01

    Full Text Available La cultura y el ocio son en la actualidad una de las herramientas de participación y relación entre las organizaciones y la sociedad que mayor desarrollo viven. Las empresas saben que formar parte de los momentos de disfrute y entretenimiento de los públicos con los que se relacionan es una manera eficaz de participar y mejorar el vínculo con ellos. Las formas y técnicas que existen para fomentar y formar parte de esta oferta es muy variada, desde las acciones de patrocinio hasta nuevas estrategias basadas en la Responsabilidad Social Corporativa (RSC. Entre ambas, cabe todo un abanico de opciones para interactuar con lospúblicos a través de la cultura, pero no todas igual de eficaces. Este trabajo, tras elaborar un marco teórico sobre estas disciplinas, propone un modelo para poder determinar la eficacia de estas iniciativas, basado en dos criterios: el grado de gestión y el nivel de vinculación de la empresa con la acción cultural. Estos criterios permiten dar un valor cuantitativo a la eficacia de estas acciones basándose en la participación que generan. / Nowadays culture and entertainment has become one of the tools of participation and relation between an organizations and stakeholders that have reached a top development. Companies know that to be part of the moments of joy and entertainment of their publics is an effective way of engagement and improving the link between them. The ways and technologies that exist to promote a company and to be part of this offer is very plural, it goes from actions of sponsorship to new strategies based on the corporate social responsibility (RSC. Between both, there is a whole range of options to interact with the public using cultural initiatives, but not all of them have the same level of effectiveness. After building a theoretical frame on these disciplines, this paper suggests a model able to determine the efficiency of these initiatives, based on two criteria: the nature of the

  1. HIV treatment cascade among female entertainment and sex workers in Cambodia: impact of amphetamine use and an HIV prevention program.

    Science.gov (United States)

    Muth, Sokunny; Len, Aynar; Evans, Jennifer L; Phou, Maly; Chhit, Sophal; Neak, Yuthea; Ngak, Song; Stein, Ellen S; Carrico, Adam W; Maher, Lisa; Page, Kimberly

    2017-09-05

    HIV prevalence remains high in Cambodia among female entertainment and sex workers (FESW), and amphetamine-type stimulant (ATS) use significantly increases risk of infection. A successful continuum of care (CoC) is key to effective clinical care and prevention. This study aimed to describe the HIV CoC in HIV-positive FESW. We examined CoC outcomes among HIV-positive FESW participating in the Cambodia Integrated HIV and Drug Prevention Implementation (CIPI) study, being implemented in ten provinces. CIPI is a trial aimed at reducing ATS use concomitant with the SMARTgirl HIV prevention program. From 2013 to 2016, 1198 FESW ≥ 18 years old who reported multiple sex partners and/or transactional sex were recruited. We identified 88 HIV-positive women at baseline. We described linkage to care as 12-month retention and viral suppression (freelance sex workers; 70% reported SMARTgirl membership. In the past 3 months, women reported a median of 15 sex partners, 38% reported unprotected sex, and 55% reported using ATS. Overall, 88% were receiving HIV care, 83% were on antiretroviral therapy, 39% were retained in care at 12 months, and 23% were virally suppressed. SMARTgirl membership was independently associated with fourfold greater odds of 12-month retention in care (AOR = 4.16, 95% CI 1.38, 12.56). Those at high risk for an ATS use disorder had 91% lower odds of 12-month retention in care (AOR = 0.09, 95% CI 0.01, 0.72). Viral suppression was independently associated with SMARTgirl membership, older age, reporting of STI symptoms, worse symptoms of psychological distress, and greater numbers of sex partners. This is the first study to characterize the HIV CoC in Cambodian FESW. While most women were successfully linked to HIV care, retention and viral suppression were low. Tailored programs like SMARTgirl, targeting the broader population of HIV-positive FESW as well as interventions to reduce ATS use could optimize the clinical and population health benefits

  2. Computer games may be good for your health: shifting healthcare behavior via interactive drama videogames.

    Science.gov (United States)

    Silverman, Barry G; Mosley, Josh; Johns, Michael; Weaver, Ransom; Green, Melanie; Holmes, John; Kimmel, Stephen; Holmes, William

    2003-01-01

    There is increasing evidence that interactive learning systems have an important role in reducing health risks and improving general health status. This theater style demonstration is aimed at harnessing people's passions for videogames and the movies, and a major purpose of this research is to explore alternative ways for a game generator to help authors to introduce entertainment and free play as well as learning by teaching into role playing games and interactive dramas that are behavioral interventions in disguise.

  3. Faith, entertainment, and conflicts on the Camino de Santiago (The Way of St. James: a case study on the mediatization of the pilgrimage experience on Facebook groups

    Directory of Open Access Journals (Sweden)

    Marco Túlio de SOUSA

    2017-12-01

    Full Text Available We call upon the concepts of mediatization, circulation, and discussions about the pilgrimage ritual to reflect on the media interference in the experience of pilgrims going to Santiago de Compostela. From these concepts and the methodology of case studies, we analyze posts in four Facebook groups. The evidence points to a certain distance regarding the Catholic institutional sphere and the linking of this experience to media consumption and entertainment through the expression of the most diverse motivations (self-help, tourism, spiritual, sports, etc.. It also consolidates a totem image of The Camino de Santiago (The Way of St. James as a transforming experience for the different types of pilgrims.

  4. Entertainment education for informed breast cancer treatment decisions in low-literate women: development and initial evaluation of a patient decision aid.

    Science.gov (United States)

    Jibaja-Weiss, Maria L; Volk, Robert J; Granch, Thomas S; Nefe, Nancy E; Spann, Stephen J; Aoki, Noriaki; Robinson, Emily K; Freidman, Lois C; Beck, J Robert

    2006-01-01

    We report on the development and initial evaluation of a novel computerized decision support system (CDSS) that utilizes concepts from entertainment education (edutainment) to assist low-literate, multiethnic women in making initial surgical treatment decisions. We randomly assigned 51 patients diagnosed with early stage breast cancer to use the decision aid. Patients who viewed the CDSS improved their knowledge of breast cancer treatment; found the application easy to use and understand, informative, and enjoyable; and were less worried about treatment. The system clearly reached its intended objectives to create a usable decision aid for low-literate, novice computer users.

  5. Floor interaction

    DEFF Research Database (Denmark)

    Petersen, Marianne Graves; Krogh, Peter; Ludvigsen, Martin

    2005-01-01

    Within architecture, there is a long tradition of careful design of floors. The design has been concerned with both decorating floors and designing floors to carry information. Ubiquitous computing technology offers new opportunities for designing interactive floors. This paper presents three...... different interactive floor concepts. Through an urban perspective it draws upon the experiences of floors in architecture, and provides a set of design issues for designing interactive floors....

  6. Advanced human machine interaction for an image interpretation workstation

    Science.gov (United States)

    Maier, S.; Martin, M.; van de Camp, F.; Peinsipp-Byma, E.; Beyerer, J.

    2016-05-01

    In recent years, many new interaction technologies have been developed that enhance the usability of computer systems and allow for novel types of interaction. The areas of application for these technologies have mostly been in gaming and entertainment. However, in professional environments, there are especially demanding tasks that would greatly benefit from improved human machine interfaces as well as an overall improved user experience. We, therefore, envisioned and built an image-interpretation-workstation of the future, a multi-monitor workplace comprised of four screens. Each screen is dedicated to a complex software product such as a geo-information system to provide geographic context, an image annotation tool, software to generate standardized reports and a tool to aid in the identification of objects. Using self-developed systems for hand tracking, pointing gestures and head pose estimation in addition to touchscreens, face identification, and speech recognition systems we created a novel approach to this complex task. For example, head pose information is used to save the position of the mouse cursor on the currently focused screen and to restore it as soon as the same screen is focused again while hand gestures allow for intuitive manipulation of 3d objects in mid-air. While the primary focus is on the task of image interpretation, all of the technologies involved provide generic ways of efficiently interacting with a multi-screen setup and could be utilized in other fields as well. In preliminary experiments, we received promising feedback from users in the military and started to tailor the functionality to their needs

  7. Lodging Update: Providence, Rhode Island

    Directory of Open Access Journals (Sweden)

    Ragel Roginsky

    2013-04-01

    Full Text Available Each quarter, Pinnacle Advisory Group prepares an analysis of the New England lodging industry, which provides a regional summary and then focuses in depth on a particular market. These reviews look at recent and proposed supply changes, factors affecting demand and growth rates, and the effects of interactions between such supply and demand trends. In this issue, the authors spotlight the lodging market in Providence, Rhode Island.

  8. Evidence supporting a promotora-delivered entertainment education intervention for improving mothers' dietary intake: the Entre Familia: Reflejos de Salud Study.

    Science.gov (United States)

    Ayala, Guadalupe X; Ibarra, Leticia; Horton, Lucy; Arredondo, Elva M; Slymen, Donald J; Engelberg, Moshe; Rock, Cheryl L; Hernandez, Erika; Parada, Humberto; Elder, John P

    2015-01-01

    Entertainment education and the promotora model are 2 evidence-based health communication strategies. This study examined their combined effect on promoting healthy eating among mothers in a family-based intervention. Participants were 361 Mexican-origin families living in Imperial County, California, who were randomly assigned to an intervention or delayed treatment condition. The intervention involved promotoras (community health workers) who delivered 11 home visits and 4 telephone calls. Home visits included a 12-minute episode of a 9-part situation comedy depicting a family struggling with making healthy eating choices; an accompanying family workbook was reviewed to build skills and left with the family. Baseline and immediate postintervention data were collected from the mothers, including the primary outcome of daily servings of fruits and vegetables. Other dietary and psychosocial factors related to healthy eating were examined. At postintervention, mothers in the intervention reported increases in daily vegetable servings (p ≤ .05); however, no changes were observed in fruit consumption. Improvements were observed in behavioral strategies to increase fiber (p ≤ .001) and to decrease fat intake (p ≤ .001), unhealthy eating behaviors (p ≤ .001), and individual (p ≤ .05) and family-related (p ≤ .01) perceived barriers to healthy eating. Entertainment education and promotoras engaged families and improved mothers' diets. Further research should examine the dose needed for greater changes.

  9. The efficacy of a peer-assisted multi-component behavioral intervention among female entertainment workers in China: an initial assessment.

    Science.gov (United States)

    Yang, Xiushi; Xia, Guomei; Li, Xiaoming; Latkin, Carl; Celentano, David

    2011-11-01

    Women working in China's entertainment industry are at increased risk of acquiring or transmitting HIV/sexually transmitted infections (STIs). Efforts to develop effective risk-reduction interventions for female entertainment workers (FEWs) remain limited. We conducted a randomized controlled trial of a theory-based risk-reduction intervention among FEWs in Shanghai. The intervention condition consisted of small group, peer-assisted sessions integrating information-motivation-behavioral skills training with social influences of behavior change. The control condition was an attention-matched HIV, health education, and counseling. At three-month post-intervention, participants in the intervention condition reported greater reductions in unprotected sex with a stable partner than participants in the control condition. However, participants in the control condition reported greater reductions in unprotected sex with a non-stable partner than participants in the intervention condition. Some aspects of the study design may have diluted the effects of the intervention. Future intervention studies need to pay more attention to social influences of behavior change and the particular challenges of risk-reduction with stable partner(s).

  10. A Bayesian multilocus association method: allowing for higher-order interaction in association studies

    DEFF Research Database (Denmark)

    Albrechtsen, Anders; Castella, Sofie; Andersen, Gitte

    2007-01-01

    For most common diseases with heritable components, not a single or a few single-nucleotide polymorphisms (SNPs) explain most of the variance for these disorders. Instead, much of the variance may be caused by interactions (epistasis) among multiple SNPs or interactions with environmental...... a Danish population-based cohort, multiple interactions are identified that severely affect serum triglyceride levels in the study individuals. The method is designed for quantitative traits but can also be applied on qualitative traits. It is computationally feasible even for a large number of possible...... interactions and differs fundamentally from most previous approaches by entertaining nonlinear interactions and by directly addressing the multiple-testing problem....

  11. Aesthetic Interaction

    DEFF Research Database (Denmark)

    Ludvigsen, Martin; Petersen, M.G.; Iversen, O.

    2004-01-01

    There is a growing interest in considering aesthetic aspects in the design of interactive systems. A set of approaches are emerging each representing different applications of the terminology as well as different inherent assumptions on the role of the user, designer and interaction ideals....... In this paper, we use the concept of Pragmatist Aesthetics to provide a framework for distinguishing between different approaches to aesthetics. Moreover, we use our own design cases to illustrate how pragmatist aesthetics is a promising path to follow in the context of designing interactive systems......, as it promotes aesthetics of use, rather than aesthetics of appearance. We coin this approach in the perspective of aesthetic interaction. Finally we make the point that aesthetics is not re-defining everything known about interactive systems. We provide a framework placing this perspective among other...

  12. Immersion in a virtual world interactive drama and affective sciences

    CERN Document Server

    Mayr, Simon

    2014-01-01

    Interactive drama is more than just a new breed of entertainment software. As different research projects have shown, these systems can also be used for pedagogical and therapeutic purposes. The goal of these systems is to teach sophisticated problem solving skills by allowing the user to interact with compelling stories that have didactic purpose.One of the main attractions of narratives, independent of the medium in which they are presented, is that they elicit emotional response in their audiences. They have an affective impact and only engineers and authors who understand how the emotion s

  13. Therapy Provider Phase Information

    Data.gov (United States)

    U.S. Department of Health & Human Services — The Therapy Provider Phase Information dataset is a tool for providers to search by their National Provider Identifier (NPI) number to determine their phase for...

  14. The complex becomes more complex: protein-protein interactions of SnRK1 with DUF581 family proteins provide a framework for cell- and stimulus type-specific SnRK1 signaling in plants

    Directory of Open Access Journals (Sweden)

    Madlen eNietzsche

    2014-02-01

    Full Text Available In plants, SNF1-related kinase (SnRK1 responds to the availability of carbohydrates as well as to environmental stresses by down-regulating ATP consuming biosynthetic processes, while stimulating energy-generating catabolic reactions through gene expression and post-transcriptional regulation. The functional SnRK1 complex is a heterotrimer where the catalytic alpha subunit associates with a regulatory beta subunit and an activating gamma subunit. Several different metabolites as well as the hormone abscisic acid (ABA have been shown to modulate SnRK1 activity in a cell- and stimulus-type specific manner. It has been proposed that tissue- or stimulus-specific expression of adapter proteins mediating SnRK1 regulation can at least partly explain the differences observed in SnRK1 signaling. By using yeast two-hybrid and in planta bi-molecular fluorescence complementation assays we were able to demonstrate that proteins containing the domain of unknown function (DUF 581 could interact with both isoforms of the SnRK1 alpha subunit (AKIN10/11 of Arabidopsis. A structure/function analysis suggests that the DUF581 is a generic SnRK1 interaction module and co-expression with DUF581 proteins in plant cells leads to reallocation of the kinase to specific regions within the nucleus. Yeast two-hybrid analyses suggest that SnRK1 and DUF581 proteins can share common interaction partners inside the nucleus. The analysis of available microarray data implies that expression of the 19 members of the DUF581 encoding gene family in Arabidopsis is differentially regulated by hormones and environmental cues, indicating specialized functions of individual family members. We hypothesize that DUF581 proteins could act as mediators conferring tissue- and stimulus-type specific differences in SnRK1 regulation.

  15. Intelligent Motion and Interaction Within Virtual Environments

    Science.gov (United States)

    Ellis, Stephen R. (Editor); Slater, Mel (Editor); Alexander, Thomas (Editor)

    2007-01-01

    What makes virtual actors and objects in virtual environments seem real? How can the illusion of their reality be supported? What sorts of training or user-interface applications benefit from realistic user-environment interactions? These are some of the central questions that designers of virtual environments face. To be sure simulation realism is not necessarily the major, or even a required goal, of a virtual environment intended to communicate specific information. But for some applications in entertainment, marketing, or aspects of vehicle simulation training, realism is essential. The following chapters will examine how a sense of truly interacting with dynamic, intelligent agents may arise in users of virtual environments. These chapters are based on presentations at the London conference on Intelligent Motion and Interaction within a Virtual Environments which was held at University College, London, U.K., 15-17 September 2003.

  16. Branded entertainment: los contenidos de entretenimiento como herramienta de comunicación de marketing. Un estudio de su situación actual en España 

    OpenAIRE

    J de Aguilera-Moyano; M Baños-González; J Ramírez-Perdiguero

    2015-01-01

    En el nuevo contexto de marketing surgen herramientas de comunicación como el branded entertainment; un tipo de mensaje híbrido con elque las marcas producen contenidos de entretenimiento. Metodología: Este estudio tiene como objetivo mejorar el conocimiento del branded entertainment y su situación en España así como sus expectativas de futuro. Se ha realizado una investigación exploratoria utilizando como técnica metodológica la entrevista en profundidad aplicada a un grupo de expertos en cr...

  17. An Entertaining Method of Teaching Concepts of Linear Light Propagation, Reflection and Refraction Using a Simple Optical Mechanism

    Science.gov (United States)

    Yurumezoglu, K.

    2009-01-01

    An activity has been designed for the purpose of teaching how light is dispersed in a straight line and about the interaction between matter and light as well as the related concepts of shadows, partial shadows, reflection, refraction, primary colours and complementary (secondary) colours, and differentiating the relationship between colours, all…

  18. The Effect o f Entertaining Fun Athletics Training Program R elated To the Self - Confidence Levels among Children Aged 12 - 14 Years

    Directory of Open Access Journals (Sweden)

    Erkan YARIMKAYA

    2014-12-01

    Full Text Available The aim of this study is to examine the effect of entertaining fun athletics training program on the self - conf i dence levels of children. The sample group of the study is occuring 160 students in 12 - 14 age group from Keçiören Hacı Sabancı Primary School loc ated in Keçiören district of Ankara. Both the experimental and the control group were applied Piers - Harris Self - Confidence test developed by Piers and Harr i s (1984 before and after 8 - week procedure. The SPSS statistical program (version 15.0 was used for data analysis.The research indicates a statistical difference (P<0,05 between the experimental and the control group in terms of post - test. In the compari son of pre - test and post - test results of the experimental group, there is a significant difference between pre - test and post - test results. ( P<0,05. In those comparisons, it was found that the post - test results are higher than pre - test results. As a resul t, in the survey made for inspecting the self - confidence of the children in 12 – 14 age group who are making e ntertaining fun athletics excersises, it is fixed that the entertaining fun athletics excersise applied to the test group effects the self - confide nce level of the kids significiantly. In this context, we can say that e ntertaining fun athletics excersise positively effect the self - confidence properties of the kids in 12 - 14 age group.

  19. Exploring the adoption of interactive digital television services as a retail shopping platform

    OpenAIRE

    Anastasakis, Leonidas; Ellis-Chadwick, Fiona

    2010-01-01

    The aim of this research is to consider the possible effect of an emerging technology platform on the uptake of online shopping: interactive (digital) Television (iTV), which enables viewers to select a variety of viewing options, publicity materials, games, entertainment and more recently shopping. An augmented version of the original TAM is applied to this study. Two new constructs are considered namely access and awareness together with perceived ease of use, perceived usefulness, perceive...

  20. Marketing Violent Entertainment to Children: A One-Year Follow-Up Review of Industry Practices in the Motion Picture, Music Recording and Electronic Game Industries. A Report to Congress.

    Science.gov (United States)

    Federal Trade Commission, Washington, DC.

    In a report issued in September 2000, the Federal Trade Commission reported that the motion picture, music recording, and electronic game segments of the entertainment industry intentionally promoted products to children that warranted parent cautions. This report responds to the request of the Senate Commerce Committee by focusing on advertising…

  1. Proceedings of the Annual Meeting of the Association for Education in Journalism and Mass Communication (86th, Kansas City, Missouri, July 30-August 2, 2003). Entertainment Studies Interest Group.

    Science.gov (United States)

    2003

    The Entertainment Studies Interest Group of the proceedings contains the following 9 papers: "Beyond Modern Racism: Backlash and Brutality on 'The Shield'" (John D. Richardson); "Big Brother and the T-Group: How We Might Learn from Reality Television" (Rod Allen and Nod Miller); "Hegemony and Counterhegemony in Bravo's…

  2. Preferred provider organizations.

    Science.gov (United States)

    Davy, J D

    1984-05-01

    The 1980s has marked the beginning of a new alternative health care delivery system: the preferred provider organization ( PPO ). This system has developed from the health maintenance organization model and is predominant in California and Colorado. A PPO is a group of providers, usually hospitals and doctors, who agree to provide health care to subscribers for a negotiated fee that is usually discounted. Preferred provider organizations are subject to peer review and strict use controls in exchange for a consistent volume of patients and speedy turnaround on claims payments. This article describes the factors leading to the development of PPOs and the implications for occupational therapy.

  3. Noise Challenges in Monomodal Gaze Interaction

    DEFF Research Database (Denmark)

    Skovsgaard, Henrik

    though gaze tracking technologies have undergone dramatic improvements over the past years, the systems are still very imprecise. This thesis deals with current challenges of monomodal gaze interaction and aims at improving access to technology and interface control for users who are limited to the eyes......Modern graphical user interfaces (GUIs) are designed with able-bodied users in mind. Operating these interfaces can be impossible for some users who are unable to control the conventional mouse and keyboard. An eye tracking system offers possibilities for independent use and improved quality...... of life via dedicated interface tools especially tailored to the users’ needs (e.g., interaction, communication, e-mailing, web browsing and entertainment). Much effort has been put towards robustness, accuracy and precision of modern eye-tracking systems and there are many available on the market. Even...

  4. Providing free autopoweroff plugs

    DEFF Research Database (Denmark)

    Jensen, Carsten Lynge; Hansen, Lars Gårn; Fjordbak, Troels

    2012-01-01

    Experimental evidence of the effect of providing households with cheap energy saving technology is sparse. We present results from a field experiment in which autopoweroff plugs were provided free of charge to randomly selected households. We use propensity score matching to find treatment effects...

  5. Mourning and Grief on Facebook: An Examination of Motivations for Interacting With the Deceased.

    Science.gov (United States)

    Willis, Erin; Ferrucci, Patrick

    2017-12-01

    Facebook not only changed the way we communicate but also the way we mourn and express grief. The social networking site allows users to interact with deceased users' walls after death. This study utilized textual analysis to categorize Facebook posts ( N = 122) on 30 deceased users' walls according to uses and gratifications theory. Most posts were found to be motivated by entertainment, followed by integration and social interaction. Facebook users posted memories, condolences, and interacted with friends and family members in the deceased user's network. Implications and potential future research are discussed.

  6. Availability and night-time use of electronic entertainment and communication devices are associated with short sleep duration and obesity among Canadian children.

    Science.gov (United States)

    Chahal, H; Fung, C; Kuhle, S; Veugelers, P J

    2013-02-01

    What is already known about this subject Short sleep duration is a risk factor for obesity. Television (TV) in the bedroom has been shown to be associated with excess body weight in children. Children increasingly use other electronic entertainment and communication devices (EECDs) such as video games, computers, and smart phones. What this study adds Access to and night-time use of EECDs are associated with shortened sleep duration, excess body weight, poorer diet quality, and lower physical activity levels. Our findings reinforce existing recommendations pertaining to TV and Internet access by the American Academy of Pediatrics and suggest to have these expanded to restricted availability of video games and smart phones in children's bedrooms. While the prevalence of childhood obesity and access to and use of electronic entertainment and communication devices (EECDs) have increased in the past decades, no earlier study has examined their interrelationship. To examine whether night-time access to and use of EECDs are associated with sleep duration, body weights, diet quality, and physical activity of Canadian children. A representative sample of 3398 grade 5 children in Alberta, Canada, was surveyed. The survey included questions on children's lifestyles and health behaviours, the Harvard Youth/Adolescent Food Frequency questionnaire, a validated questionnaire on physical activity, and measurements of heights and weights. Random effect models were used to assess the associations of night-time access to and use of EECDs with sleep, diet quality, physical activity, and body weights. Sixty-four percent of parents reported that their child had access to one or more EECDs in their bedroom. Access to and night-time use of EECDs were associated with shortened sleep duration, excess body weight, poorer diet quality, and lower physical activity levels in a statistically significant manner. Limiting the availability of EECDs in children's bedrooms and discouraging their

  7. The Effect of Personality on Collaborative Task Performance and Interaction

    Science.gov (United States)

    Givney, Sinéad Mc; Smeaton, Alan F.; Lee, Hyowon

    Collocated, multi-user technologies, which support group-work are becoming increasingly popular. Examples include MERL’s Diamondtouch and Microsoft’s Surface, both of which have evolved from research prototypes to commercial products. Many applications have been developed for such technologies which support the work and entertainment needs of small groups of people. None of these applications however, have been studied in terms of the interactions and performances of their users with regards to their personality. In this paper, we address this research gap by conducting a series of user studies involving dyads working on a number of multi-user applications on the DiamondTouch tabletop device.

  8. "I'm Going to Shut Down All of Your Tricks": Depictions of Treatment Professionals in Addiction Entertainment.

    Science.gov (United States)

    Baker, Kimberly M

    2016-01-01

    Previous research on addiction themed reality television shows has focused on the depiction of addiction and treatment and has concluded that these shows reinforce stigma. Existing research has not investigated the depiction of treatment professionals in these series. This study fills the gap in existing research by analyzing the representations of treatment professionals in reality television shows, including the ways that the shows are edited, the statements made by treatment professionals, and interactions between treatment professionals and laypersons. The data for this study was drawn from two popular reality shows Intervention and Celebrity Rehab with Dr. Drew. Using a total of 117 episodes, a qualitative content analysis of the representations of treatment professionals in the two series was conducted. The data reveal the ways that depictions of treatment professionals are carefully controlled compared to those of people with substance use issues. In addition, treatment professionals are granted opportunities to interpret, explain, and diagnose the behaviors and experiences of people with substance use problem. Finally, when confronted with resistance treatment professionals assert their authority and demand compliance with their orders. In strategically presenting treatment professionals in sharp contrast to people with substance use problems, these portrayals of treatment professionals actually reinforce rather than contradict the stigma of addiction.

  9. Provider of Services File

    Data.gov (United States)

    U.S. Department of Health & Human Services — The POS file consists of two data files, one for CLIA labs and one for 18 other provider types. The file names are CLIA and OTHER. If downloading the file, note it...

  10. The Provident Principal.

    Science.gov (United States)

    McCall, John R.

    This monograph offers leadership approaches for school principals. Discussion applies the business leadership theory of Warren Bennis and Burt Nanus to the role of the principal. Each of the booklet's three parts concludes with discussion questions. Part 1, "Visions and Values for the Provident Principal," demonstrates the importance of…

  11. What HERA may provide?

    Energy Technology Data Exchange (ETDEWEB)

    Jung, Hannes [DESY, Hamburg (Germany); De Roeck, Albert [CERN, Genf (Switzerland); Bartles, Jochen [Univ. Hamburg (DE). Institut fuer Theoretische Physik II] (and others)

    2008-09-15

    More than 100 people participated in a discussion session at the DIS08 workshop on the topic What HERA may provide. A summary of the discussion with a structured outlook and list of desirable measurements and theory calculations is given. (orig.)

  12. care Providers in Ibadan

    African Journals Online (AJOL)

    Three hundred and eighty six respondents (77.7%) were aware of intermittent preventive treatment (IPT). Awareness ... Key Words: malaria in pregnancy, intermittent preventive treatment, malaria control, health care providers. Department of Obstetrics .... Auxiliary nurses do not have formal training prior to employment.

  13. Internet Medline providers.

    Science.gov (United States)

    Vine, D L; Coady, T R

    1998-01-01

    Each database in this review has features that will appeal to some users. Each provides a credible interface to information available within the Medline database. The major differences are pricing and interface design. In this context, features that cost more and might seem trivial to the occasional searcher may actually save time and money when used by the professional. Internet Grateful Med is free, but Ms. Coady and I agree the availability of only three ANDable search fields is a major functional limitation. PubMed is also free but much more powerful. The command line interface that permits very sophisticated searches requires a commitment that casual users will find intimidating. Ms. Coady did not believe the feedback currently provided during a search was sufficient for sustained professional use. Paper Chase and Knowledge Finder are mature, modestly priced Medline search services. Paper Chase provides a menu-driven interface that is very easy to use, yet permits the user to search virtually all of Medline's data fields. Knowledge Finder emphasizes the use of natural language queries but fully supports more traditional search strategies. The impact of the tradeoff between fuzzy and Boolean strategies offered by Knowledge Finder is unclear and beyond the scope of this review. Additional software must be downloaded to use all of Knowledge Finders' features. Other providers required no software beyond the basic Internet browser, and this requirement prevented Ms. Coady from evaluating Knowledge Finder. Ovid and Silver Platter offer well-designed interfaces that simplify the construction of complex queries. These are clearly services designed for professional users. While pricing eliminates these for casual use, it should be emphasized that Medline citation access is only a portion of the service provided by these high-end vendors. Finally, we should comment that each of the vendors and government-sponsored services provided prompt and useful feedback to e

  14. Providing plastic zone extrusion

    Science.gov (United States)

    Manchiraju, Venkata Kiran; Feng, Zhili; David, Stan A.; Yu, Zhenzhen

    2017-04-11

    Plastic zone extrusion may be provided. First, a compressor may generate frictional heat in stock to place the stock in a plastic zone of the stock. Then, a conveyer may receive the stock in its plastic zone from the compressor and transport the stock in its plastic zone from the compressor. Next, a die may receive the stock in its plastic zone from the conveyer and extrude the stock to form a wire.

  15. TOWARDS COLLABORATION BETWEEN PUBLIC WELFARE AGENCIES AND MASS ENTERTAINMENT MEDIA TO BRING ABOUT A TURNING POINT STAGE IN THE LIVES OF BATTERED WOMEN

    Directory of Open Access Journals (Sweden)

    Nourit Segev

    2010-06-01

    Full Text Available This article examines the promoting and impeding factors that advance the turning point in thelives of battered women. The subject is important because of the contribution of the turning pointstage to the ability of women to leave the violent relationship and the way in which the publicwelfare agencies become involved in order to help the victim to advance towards the turning point.The article also reviews the influence of the entertainment media in shaping the positions of thepublic regarding marital violence, the presentation of battered women in the media, and theconnection between their media presentation and their advancement towards the turning point inreality.The research is based on a combination of qualitative and quantitative data, and focuses on contentanalysis. The qualitative content analysis included 40 journal articles, 1 documentary film and onedrama series, the personal interviews included 8 social workers and 6 journalists, and the focusgroup included 8 battered women. The findings indicate an awareness of battered women in thevarious media, and of a gap between the perception of social workers and the journalists regardingthe role of the media in raising social problems.The article calls for cooperation between the media and the professionals in order to construct messages of empowerment that will enable women to advance towards the turning point in theirlives.

  16. Entertainment-education? A fotonovela? A new strategy to improve depression literacy and help-seeking behaviors in at-risk immigrant Latinas.

    Science.gov (United States)

    Hernandez, Maria Y; Organista, Kurt C

    2013-12-01

    Research shows high risk for depression among immigrant Latinas known to increase during the acculturation process. Several barriers such as stigma and low health literacy result in an under-utilization of needed treatment among these women. In response, this study replicated the effectiveness of a Spanish language fotonovela, a form of Entertainment-Education (E-E), designed to increase depression literacy, decrease stigma, and increase help-seeking knowledge and behavior in Latinos. Specifically, this study evaluated a fotonovela delivered in a multifaceted approach to health education used by promotoras. A pretest-posttest randomized control group experimental design with 142 immigrant Latinas at risk for depression was employed. Results indicate significant posttest improvements in depression knowledge, self-efficacy to identify the need for treatment, and decreased stigma in experimental as compared to control group participants. Findings support the application of E-E health literacy tools such as fotonovelas, delivered in multifaceted approaches to health education used by promotoras, to Latinas at risk for mental health concerns.

  17. An alcohol message beneath the surface of ER: how implicit memory influences viewers' health attitudes and intentions using entertainment-education.

    Science.gov (United States)

    Kim, Kyongseok; Lee, Mina; Macias, Wendy

    2014-01-01

    While previous research on entertainment-education has assessed its effectiveness, primarily at the conscious level (e.g., free recall and self-reported change in knowledge), few studies have explored its effect on viewers' implicit knowledge. To fill this gap, this study examined the mechanism through which viewers form implicit memory of short health messages inserted in a primetime TV show and its preconscious effects on viewers' health attitudes and intentions. An experiment was conducted using a 3-group (health message: present vs. absent vs. control), posttest-only design with additional planned analyses of differences by subject variables (past experience and involvement). Overall, findings supported the hypothesized effects of implicit memory of a brief antialcohol message embedded in an ER episode on college students' attitudes and intentions against binge drinking. Results showed that participants who were exposed to the health message reported less positive attitudes toward binge drinking and lower intentions to binge drink, compared with those who were not exposed; the causal relations among viewers' implicit memory, attitudes, and intentions were also validated. Results also showed that individuals' past experience and involvement moderated the effects of the health message on attitudes and intentions. Theoretical explanations and practical implications are discussed.

  18. Influence of food companies' brand mascots and entertainment companies' cartoon media characters on children's diet and health: a systematic review and research needs.

    Science.gov (United States)

    Kraak, V I; Story, M

    2015-02-01

    Reducing the extent and persuasive power of marketing unhealthy foods to children worldwide are important obesity prevention goals. Research is limited to understand how brand mascots and cartoon media characters influence children's diet. We conducted a systematic review of five electronic databases (2000-2014) to identify experimental studies that measured how food companies' mascots and entertainment companies' media characters influence up to 12 diet-related cognitive, behavioural and health outcomes for children under 12 years. Eleven studies met the inclusion criteria. Studies used 21 unique popular media characters, but no brand mascots. Results suggest that cartoon media character branding can positively increase children's fruit or vegetable intake compared with no character branding. However, familiar media character branding is a more powerful influence on children's food preferences, choices and intake, especially for energy-dense and nutrient-poor foods (e.g. cookies, candy or chocolate) compared with fruits or vegetables. Future research should use a theoretically grounded conceptual model and larger and more diverse samples across settings to produce stronger findings for mediating and moderating factors. Future research can be used to inform the deliberations of policymakers, practitioners and advocates regarding how media character marketing should be used to support healthy food environments for children. © 2014 The Authors. Obesity Reviews published by John Wiley & Sons Ltd on behalf of World Obesity.

  19. Human papillomavirus knowledge, vaccine acceptance, and vaccine series completion among female entertainment and sex workers in Phnom Penh, Cambodia: the Young Women's Health Study.

    Science.gov (United States)

    Wadhera, Priya; Evans, Jennifer L; Stein, Ellen; Gandhi, Monica; Couture, Marie-Claude; Sansothy, Neth; Sichan, Keo; Maher, Lisa; Kaldor, John; Page, Kimberly; Kien

    2015-10-01

    Human papillomavirus is a common sexually transmitted infection and the causative agent for cervical cancer, a frequently occurring malignant disease among women in developing countries. We assessed human papillomavirus awareness prior to the delivery of a brief information and education intervention, and human papillomavirus vaccine provision to female entertainment and sex workers (N = 220). At baseline, only 23.6% of women had heard of human papillomavirus. Following the educational intervention, 90% answered all the human papillomavirus knowledge questions correctly. Of 192 participants attending the first quarterly cohort visit where vaccine was offered, 149 (78%) were eligible for vaccination; HIV-positive (n = 32) and pregnant (n = 11) women were excluded. Acceptance of vaccine among eligible women was universal, and 79.2% completed the three-dose vaccination series. Women who reported use of amphetamine-type stimulants had significantly and independently lower odds of vaccine completion (adjusted odds ratio [AOR] 0.24; 95% confidence interval [CI] 0.08, 0.69). New pregnancies also had an impact on vaccine completion: 5.4% (8/149 5.4%) who started the series had to stop due to new pregnancy. Results demonstrate the effectiveness of a simple education intervention designed to increase human papillomavirus knowledge and the feasibility of successful human papillomavirus vaccine in a population that is often difficult to engage in preventive health care. © The Author(s) 2015.

  20. HPV knowledge, vaccine acceptance, and vaccine series completion among female entertainment and sex workers in Phnom Penh, Cambodia: the Young Women's Health Study

    Science.gov (United States)

    Wadhera, Priya; Evans, Jennifer L; Stein, Ellen; Gandhi, Monica; Couture, Marie-Claude; Sansothy, Neth; Sichan, Keo; Maher, Lisa; Kaldor, John; Page, Kimberly

    2015-01-01

    Human papillomavirus (HPV) is a common sexually transmitted infection (STI) and the causative agent for cervical cancer, a frequently occurring malignant disease among women in developing countries. We assessed HPV awareness prior to the delivery of a brief information and education intervention, and HPV vaccine provision to female entertainment and sex workers (N=220). At baseline, only 23.6% of women had heard of HPV. Following the educational intervention, 90% answered all the HPV knowledge questions correctly. Of 192 participants attending the first quarterly cohort visit where vaccine was offered, 149 (78%) were eligible for vaccination; HIV-positive (n=32) and pregnant (n=11) women were excluded. Acceptance of vaccine among eligible women was universal, and 79.2% completed the three-dose vaccination series. Women who reported use of amphetamine type stimulants (ATS) had significantly and independently lower odds of vaccine completion (Adjusted OR 0.24; 95% CI 0.08, 0.69). New pregnancies also had an impact on vaccine completion: 5.4% (8/149 5.4%) who started the series had to stop due to new pregnancy. Results demonstrate the effectiveness of a simple education intervention designed to increase HPV knowledge and the feasibility of successful HPV vaccine in a population that is often difficult to engage in preventive health care. PMID:25505042

  1. Engaging a community in developing an entertainment-education Spanish-language radio novella aimed at reducing chronic disease risk factors, Alabama, 2010-2011.

    Science.gov (United States)

    Frazier, Marcela; Massingale, Shermetria; Bowen, Michelle; Kohler, Connie

    2012-01-01

    US Hispanics have disproportionate rates of diabetes and other chronic diseases. We used the entertainment-education approach to develop a Spanish-language radio novella aimed at reducing risk factors for diabetes, obesity, and tobacco use. The approach is based on social cognitive theory and proposes modeling as a source of vicarious learning of outcome and efficacy expectations. The Hispanic population in Alabama increased by 145% between 2000 and 2010. Nearly one-quarter of Hispanics aged 18 to 64 live below the federal poverty level, and 49% are uninsured. Several lifestyle factors lead to poor health behaviors in this community. Radio is a popular medium among Hispanic immigrants. The single local Spanish-language radio station reaches a large proportion of the local community and several communities beyond. Through various methods, including workshops, review sessions, and other feedback mechanisms, we engaged stakeholders and community members in developing and evaluating a 48-episode radio novella to be broadcast as part of a variety show. We tracked participation of community members in all phases. Community members participated significantly in developing, broadcasting, and evaluating the intervention. The desired outcome - development of a culturally relevant storyline that addresses salient health issues and resonates with the community - was realized. Our approach to community engagement can serve as a model for other organizations wishing to use community-based participatory methods in addressing Hispanic health issues. The radio novella was a unique approach for addressing health disparities among our community's Hispanic population.

  2. Violent video games and the Supreme Court: lessons for the scientific community in the wake of Brown v. Entertainment Merchants Association.

    Science.gov (United States)

    Ferguson, Christopher J

    2013-01-01

    In June 2011 the U.S. Supreme Court ruled that video games enjoy full free speech protections and that the regulation of violent game sales to minors is unconstitutional. The Supreme Court also referred to psychological research on violent video games as "unpersuasive" and noted that such research contains many methodological flaws. Recent reviews in many scholarly journals have come to similar conclusions, although much debate continues. Given past statements by the American Psychological Association linking video game and media violence with aggression, the Supreme Court ruling, particularly its critique of the science, is likely to be shocking and disappointing to some psychologists. One possible outcome is that the psychological community may increase the conclusiveness of their statements linking violent games to harm as a form of defensive reaction. However, in this article the author argues that the psychological community would be better served by reflecting on this research and considering whether the scientific process failed by permitting and even encouraging statements about video game violence that exceeded the data or ignored conflicting data. Although it is likely that debates on this issue will continue, a move toward caution and conservatism as well as increased dialogue between scholars on opposing sides of this debate will be necessary to restore scientific credibility. The current article reviews the involvement of the psychological science community in the Brown v. Entertainment Merchants Association case and suggests that it might learn from some of the errors in this case for the future. (c) 2013 APA, all rights reserved.

  3. Three-dimensional techniques for capturing and building virtual models of complex objects for use in scientific and industrial applications, data archiving, and the entertainment industry

    Science.gov (United States)

    Andersen, Arthur; Chapman, Ralph E.; Wilcox, Brian

    2003-05-01

    The past 10 years have seen remarkable improvements in the capture of 3-dimesional data. Both scanning speeds and accuracy have increased by a magnitude. Software and increasingly more powerful computers allow larger data bases and faster post processing. CT, laser and optical scanners are finding increased use in the medical, manufacturing, scientific and entertainment industries. CT (Computerized Tomography) is generally used to capture internal as well as external surfaces. Medical (hospital) scanners are the most common and can be of service in industrial applications. But true industrial scanners service a much wider range of sizes and materials. Laser and optical scanners are line-of-sight, and are available in portable and permanent CMM mounting arrangements. Scanners are available to capture a wide range of objects; from entire buildings to fingernail sized parts. Solid objects requiring multiple scans, must register each scan to another for part completion. The collected data is exported as a "point cloud." The data can be used to digitally inspect complex parts, surface them for tooling and reverse engineering, or export surfaces to animation software.

  4. Providing Multi-Page Data Extraction Services with XWRAPComposer

    Energy Technology Data Exchange (ETDEWEB)

    Liu, Ling; Zhang, Jianjun; Han, Wei; Pu, Calton; Caverlee, James; Park, Sungkeun; Critchlow, Terence J.; Buttler, David; Coleman, Matthew A.

    2008-04-30

    Dynamic Web data sources – sometimes known collectively as the Deep Web – increase the utility of the Web by providing intuitive access to data repositories anywhere that Web access is available. Deep Web services provide access to real-time information, like entertainment event listings, or present a Web interface to large databases or other data repositories. Recent studies suggest that the size and growth rate of the dynamic Web greatly exceed that of the static Web, yet dynamic content is often ignored by existing search engine indexers owing to the technical challenges that arise when attempting to search the Deep Web. To address these challenges, we present DYNABOT, a service-centric crawler for discovering and clustering Deep Web sources offering dynamic content. DYNABOT has three unique characteristics. First, DYNABOT utilizes a service class model of the Web implemented through the construction of service class descriptions (SCDs). Second, DYNABOT employs a modular, self-tuning system architecture for focused crawling of the Deep Web using service class descriptions. Third, DYNABOT incorporates methods and algorithms for efficient probing of the Deep Web and for discovering and clustering Deep Web sources and services through SCD-based service matching analysis. Our experimental results demonstrate the effectiveness of the service class discovery, probing, and matching algorithms and suggest techniques for efficiently managing service discovery in the face of the immense scale of the Deep Web.

  5. Polyelectrolyte Biomaterial Interactions Provide Nanoparticulate Carrier for Oral Insulin Delivery

    OpenAIRE

    Reis, Catarina Pinto; Ribeiro, António J.; Veiga, Francisco; Neufeld, Ronald J.; Damgé, Christiane

    2008-01-01

    Nanospheres are being developed for the oral delivery of peptide-based drugs such as insulin. Mucoadhesive, biodegradable, biocompatible, and acid-protective biomaterials are described using a combination of natural polyelectrolytes, with particles formulated through nanoemulsion dispersion followed by triggered in situgel complexation. Biomaterials meeting these criteria include alginate, dextran, chitosan, and albumin in which alginate/dextran forms the core matrix complexed with chitosan a...

  6. Providing Compassion through Flow

    Directory of Open Access Journals (Sweden)

    Lydia Royeen

    2015-07-01

    Full Text Available Meg Kral, MS, OTR/L, CLT, is the cover artist for the Summer 2015 issue of The Open Journal of Occupational Therapy. Her untitled piece of art is an oil painting and is a re-creation of a photograph taken while on vacation. Meg is currently supervisor of outpatient services at Rush University Medical Center. She is lymphedema certified and has a specific interest in breast cancer lymphedema. Art and occupational therapy serve similar purposes for Meg: both provide a sense of flow. She values the outcomes, whether it is a piece of art or improved functional status

  7. Providing Contraception to Adolescents.

    Science.gov (United States)

    Raidoo, Shandhini; Kaneshiro, Bliss

    2015-12-01

    Adolescents have high rates of unintended pregnancy and face unique reproductive health challenges. Providing confidential contraceptive services to adolescents is important in reducing the rate of unintended pregnancy. Long-acting contraception such as the intrauterine device and contraceptive implant are recommended as first-line contraceptives for adolescents because they are highly effective with few side effects. The use of barrier methods to prevent sexually transmitted infections should be encouraged. Adolescents have limited knowledge of reproductive health and contraceptive options, and their sources of information are often unreliable. Access to contraception is available through a variety of resources that continue to expand. Copyright © 2015 Elsevier Inc. All rights reserved.

  8. Ysla S. Catalina & Providence

    OpenAIRE

    Diazgranados, Carlos Nicolás; Torres Carreño, Guillermo Andrés; Castell, Edmon; Moreno, Santiago; Ramirez, Natalia

    2010-01-01

    Esta Hoja de Mano pertenece a la exposición temporal "Ysla S. Catalina & Providence". Contiene un resumen histórico de las Islas de Santa Catalina y Providencia en los idiomas inglés y español y un mapa del siglo VI que lo hace más didáctico apoyado por figuras recortables. Esta muestra hace parte del proyecto IDA y VUELTA del Sistema de Patrimonio Cultural y Museos SPM que gestiona la descentralización del patrimonio cultural de la Universidad Nacional de Colombia a otras ciudades del pa...

  9. Health Data Interactive (HDI)

    Data.gov (United States)

    U.S. Department of Health & Human Services — Health Data Interactive (HDI) presents a broad range of important public health indicators through an interactive web-based application that provides access to...

  10. What HERA May Provide?

    Energy Technology Data Exchange (ETDEWEB)

    Jung, Hannes; /DESY; De Roeck, Albert; /CERN; Bartels, Jochen; /Hamburg U., Inst. Theor. Phys. II; Behnke, Olaf; Blumlein, Johannes; /DESY; Brodsky, Stanley; /SLAC /Durham U., IPPP; Cooper-Sarkar, Amanda; /Oxford U.; Deak, Michal; /DESY; Devenish, Robin; /Oxford U.; Diehl, Markus; /DESY; Gehrmann, Thomas; /Zurich U.; Grindhammer, Guenter; /Munich, Max Planck Inst.; Gustafson, Gosta; /CERN /Lund U., Dept. Theor. Phys.; Khoze, Valery; /Durham U., IPPP; Knutsson, Albert; /DESY; Klein, Max; /Liverpool U.; Krauss, Frank; /Durham U., IPPP; Kutak, Krzysztof; /DESY; Laenen, Eric; /NIKHEF, Amsterdam; Lonnblad, Leif; /Lund U., Dept. Theor. Phys.; Motyka, Leszek; /Hamburg U., Inst. Theor. Phys. II /Birmingham U. /Southern Methodist U. /DESY /Piemonte Orientale U., Novara /CERN /Paris, LPTHE /Hamburg U. /Penn State U.

    2011-11-10

    More than 100 people participated in a discussion session at the DIS08 workshop on the topic What HERA may provide. A summary of the discussion with a structured outlook and list of desirable measurements and theory calculations is given. The HERA accelerator and the HERA experiments H1, HERMES and ZEUS stopped running in the end of June 2007. This was after 15 years of very successful operation since the first collisions in 1992. A total luminosity of {approx} 500 pb{sup -1} has been accumulated by each of the collider experiments H1 and ZEUS. During the years the increasingly better understood and upgraded detectors and HERA accelerator have contributed significantly to this success. The physics program remains in full swing and plenty of new results were presented at DIS08 which are approaching the anticipated final precision, fulfilling and exceeding the physics plans and the previsions of the upgrade program. Most of the analyses presented at DIS08 were still based on the so called HERA I data sample, i.e. data taken until 2000, before the shutdown for the luminosity upgrade. This sample has an integrated luminosity of {approx} 100 pb{sup -1}, and the four times larger statistics sample from HERA II is still in the process of being analyzed.

  11. Branded entertainment: los contenidos de entretenimiento como herramienta de comunicación de marketing. Un estudio de su situación actual en España 

    Directory of Open Access Journals (Sweden)

    J de Aguilera-Moyano

    2015-09-01

    Full Text Available En el nuevo contexto de marketing surgen herramientas de comunicación como el branded entertainment; un tipo de mensaje híbrido con elque las marcas producen contenidos de entretenimiento. Metodología: Este estudio tiene como objetivo mejorar el conocimiento del branded entertainment y su situación en España así como sus expectativas de futuro. Se ha realizado una investigación exploratoria utilizando como técnica metodológica la entrevista en profundidad aplicada a un grupo de expertos en creación y distribución de branded entertainment. Resultados y conclusiones: Los resultados muestran: existe un amplio conocimiento de sus posibilidades como técnica de comunicación comercial; los contenidos producidos deben ser relevantes para competir con otros productos de entretenimiento; se espera un notable incremento en su utilización ante la pérdida de eficacia de las tácticas intrusivas; y se percibe como la herramienta de comunicación más adecuada para generar engagement del consumidor.

  12. Time-Space Flexibility and Work: Analyzing the “Anywhere and Anytime Office” in the Entertainment, New Media, and Arts Sector

    Directory of Open Access Journals (Sweden)

    Leila Valoura

    2013-09-01

    Full Text Available The applied cultural analysis work presented in this article was conducted with independent professionals who work in a flexible time-space format – known as telework – for the entertainment, new media, and arts sector in the Los Angeles area. Most participants are associates of the production and post-production boutique “Studio Can” as well as the curatorial new media and arts nonprofit organization “PalMarte.” When working in a flexible time-space format, boundaries between leisure/family life and work at home, or personal and public realms, tend to become blurred. This blurred context involves a web of cultural complexity that exists behind the materialization of boundaries. Through empirical material, this article examines rhythms and mechanisms between flexibility and stability, unveiling a viscous consistency of everyday life. This work helps to better understand the relation between leisure/family life and work at home, as well as stability and change, to rethink these realms and how they relate to each other but also how they transform one another. Although culturally different, these realms are bridged through the material culture that surrounds them. As conveyors, objects (such as a heating pad and activities culturally transport participants between realms. Research methods combined time-diaries, interviews, observation, visual ethnography, and autoethnography. While applying academic knowledge into a non-academic setting to rethink realms and how they relate and transform each other in a bridged relationship, this work is also an invitation to rethink the relationship between the realms of academia and non-academia.

  13. Acceptability Study on HIV Self-Testing among Transgender Women, Men who Have Sex with Men, and Female Entertainment Workers in Cambodia: A Qualitative Analysis.

    Directory of Open Access Journals (Sweden)

    Khuondyla Pal

    Full Text Available In Cambodia, HIV prevalence is high while HIV testing rates remain low among transgender women (TG women, men who have sex with men (MSM, and female entertainment workers (FEW. Introducing self-testing for HIV to these key populations (KPs could potentially overcome the under-diagnosis of HIV and significantly increase testing rates and receipt of the results, and thus could decrease transmission. Therefore, this study aimed to determine the acceptability of HIV self-testing (HIVST among these three categories of KPs.This study was conducted through focus group discussions (FGDs with TG women, MSM, and FEW in Phnom Penh city, Kampong Cham, Battambang, and Siem Reap provinces of Cambodia. Convenience sampling was used to recruit the participants. Two FGDs (six participants in each FGD were conducted in each target group in each study site, totaling 24 FGDs (144 participants. Thematic analysis was performed to identify common or divergent patterns across the target groups.Almost all participants among the three groups (TG women, MSM, and FEW had not heard about HIVST, but all of them expressed willingness to try it. They perceived HIVST as confidential, convenient, time-saving, and high-tech. Barriers to obtaining HIVST included cost, access, administration technique, embarrassment, and fear of pain. The majority preferred counseling before and after testing.Participants showed high willingness to use and acceptability of HIVST due to its confidentiality/privacy and convenience even if it is not linked to a confirmatory test or care and treatment. Notwithstanding, to increase HIVST, the target groups would need affordable self-test kits, education about how to perform HIVST and read results, assurance about accuracy and reliability of HIVST, and provision of post-test counseling and facilitation of linkage to care and treatment.

  14. Good Education and Good Entertainment.

    Science.gov (United States)

    Peterson, George A.

    The National Geographic Society is convinced that educational materials should be as lively, dynamic, and intriguing as the television, music videos, movies, and computer games that have so captured today's generation. To that end, a repertoire of pioneering feats in photography and innovative applications of computers, telecommunications, and…

  15. Fear responses to media entertainment

    NARCIS (Netherlands)

    Valkenburg, P.M.; Buijzen, M.A.; Calvert, S.L.; Wilson, B.J>

    2008-01-01

    Most experts on childhood fears agree that some fears are necessary for the healthy cognitive and emotional development of children (e.g., Fraiberg, 1959; Sarafino, 1986). But they also agree that being confronted with shocking events that go beyond a child’s processing ability can have a negative

  16. Entertainment computing in the orbit

    NARCIS (Netherlands)

    Rauterberg, M.R.; Neerincx, M.A.; Tuyls, K.; Loon, J. van

    2008-01-01

    During ultra long space missions (i.e. to Mars), the isolated space environmentaffects a number of physiological, psychosocial and mental processescritically involved in human performance, and it is vital to missions' success tounderstand the psychological limits. Past experiences in space have

  17. Device-less interaction

    NARCIS (Netherlands)

    Monaci, G.; Triki, M.; Sarroukh, B.E.

    2009-01-01

    This document describes the results of a technology survey for device-less interaction. The Device-less Interaction project (2007-307) aims at providing interaction options for future home appliances without resorting to a remote control or any other dedicated control device. The target home

  18. EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education.

    Directory of Open Access Journals (Sweden)

    Samantha Jane Clarke

    2017-09-01

    Full Text Available Game-based learning (GBL is often found to be technologically driven and more often than not, serious games for instance, are conceptualised and designed solely for digital platforms and state of the art technologies. To encourage a greater discussion on the potential benefits and challenges of a more holistic approach to developing GBL that promote human centered interactions and play for learning, the authors present the escapED programme. The escapED programme was conceived following the recent entertainment trend of escape rooms and is used for developing non-digital GBL approaches within education. escapED aids the design and creation of educational Escape Rooms and Interactive Gaming Experiences for staff and students in further/higher education settings. The paper first presents a pilot study that was used to assess the feasibility and acceptance of University teaching staff of embedding interactive GBL into a higher education environment. The authors then present the escapED theoretical framework that was used to create the prototype game for the pilot study as a tool to aid future design and development of on-site interactive experiences. The paper also presents an external developer report of using the escapED framework to develop a prototype game for teaching research methods to Southampton University students. Finally, the authors present a discussion on the use of the escapED framework so far and plans for future work and evaluation in order to provide engaging alternatives for learning and soft skills development amongst higher education staff andstudents.

  19. FeelSound: interactive acoustic music making

    NARCIS (Netherlands)

    Fikkert, F.W.; Hakvoort, Michiel; Hakvoort, M.C.; van der Vet, P.E.; Nijholt, Antinus

    2009-01-01

    FeelSound is a multi-user, multi-touch application that aims to collaboratively compose, in an entertaining way, acoustic music. Simultaneous input by each of up to four users enables collaborative composing. This process as well as the resulting music are entertaining. Sensor-packed intelligent

  20. Effective communication with primary care providers.

    Science.gov (United States)

    Smith, Karen

    2014-08-01

    Effective communication requires direct interaction between the hospitalist and the primary care provider using a standardized method of information exchange with the opportunity to ask questions and assign accountability for follow-up roles. The discharge summary is part of the process but does not provide the important aspects of handoff, such as closed loop communication and role assignments. Hospital discharge is a significant safety risk for patients, with more than half of discharged patients experiencing at least one error. Hospitalist and primary care providers need to collaborate to develop a standardized system to communicate about shared patients that meets handoff requirements. Copyright © 2014 Elsevier Inc. All rights reserved.

  1. The use of entertainment and communication technologies before sleep could affect sleep and weight status: a population-based study among children.

    Science.gov (United States)

    Dube, Nomathemba; Khan, Kaviul; Loehr, Sarah; Chu, Yen; Veugelers, Paul

    2017-07-19

    Short sleep duration and poor sleep quality have been demonstrated to be associated with childhood obesity. It has been suggested that electronic entertainment and communication devices (EECDs) including TVs, computers, tablets, video games and cell phones interfere with sleep in children and youth. The aim of this study was to assess the impact that the use of EECDs in the hour before bedtime has on sleep and weight status to inform sleep promotion interventions and programs to prevent childhood obesity. A provincially representative sample of 2334 grade 5 children and their parents in Alberta, Canada was surveyed. Parents reported their child's bedtime and wake-up time along with how often their child snored, felt sleepy during the day, woke-up at night and woke-up in the morning feeling unrefreshed. Sleep duration, sleep quality and sleep efficiency were derived from these indicators. Parents also reported on the presence of EECDs in their child's bedroom, while children reported use of EECDs during the day and frequency of using each of these devices during the hour before sleep. The height and weight of children were measured. Multivariable mixed effect linear and logistic regression models were used to determine how sleep duration, sleep quality, sleep efficiency and weight status are influenced by (i) access to EECDs in children's bedrooms, (ii) use of EECDs during the hour before sleep, and (iii) calming activities specifically reading during the hour before sleep. Sleep duration was shorter by -10.8 min (cell phone), -10.2 min (computer) and -7.8 min (TV) for those with bedroom access to and used these EECDs during the hour before sleep compared to no access and no use. Good sleep quality was hindered by bedroom access to and use of all EECDs investigated during the hour before sleep, particularly among users of cell phones (OR = 0.64, 95% CI: 0.58-0.71) and computers (OR = 0.72, 95% CI: 0.65-0.80). Very good sleep efficiency was decreased by access

  2. Mobile Applications for Mental Health Providers.

    Science.gov (United States)

    Morganstein, Joshua

    2016-01-01

    Mobile devices such as smartphones and tablets have fundamentally changed the ways in which we interact with information. Far more than communication devices, smartphones and tablets are now indispensable tools in the pocket of healthcare providers. Mobile mental health applications (apps) provide instant access to up-to-date information on prevention, assessment and treatment. Self-help apps allow patients to take greater ownership of their own health and well-being. The past decade has seen an extraordinarily rapid proliferation of mobile medical apps. Though thousands of apps now exist, the challenge for healthcare providers and consumers alike has become sorting through mobile apps for those which provide accurate content delivered in the most user-friendly format. This article will review six mobile apps that can assist healthcare providers and consumers interested in enhancing mental health.

  3. The ‘hit’ phenomenon: a mathematical model of human dynamics interactions as a stochastic process

    Science.gov (United States)

    Ishii, Akira; Arakaki, Hisashi; Matsuda, Naoya; Umemura, Sanae; Urushidani, Tamiko; Yamagata, Naoya; Yoshida, Narihiko

    2012-06-01

    A mathematical model for the ‘hit’ phenomenon in entertainment within a society is presented as a stochastic process of human dynamics interactions. The model uses only the advertisement budget time distribution as an input, and word-of-mouth (WOM), represented by posts on social network systems, is used as data to make a comparison with the calculated results. The unit of time is days. The WOM distribution in time is found to be very close to the revenue distribution in time. Calculations for the Japanese motion picture market based on the mathematical model agree well with the actual revenue distribution in time.

  4. Food-drug interactions

    DEFF Research Database (Denmark)

    Schmidt, Lars E; Dalhoff, Kim

    2002-01-01

    Interactions between food and drugs may inadvertently reduce or increase the drug effect. The majority of clinically relevant food-drug interactions are caused by food-induced changes in the bioavailability of the drug. Since the bioavailability and clinical effect of most drugs are correlated......, the bioavailability is an important pharmacokinetic effect parameter. However, in order to evaluate the clinical relevance of a food-drug interaction, the impact of food intake on the clinical effect of the drug has to be quantified as well. As a result of quality review in healthcare systems, healthcare providers...... are increasingly required to develop methods for identifying and preventing adverse food-drug interactions. In this review of original literature, we have tried to provide both pharmacokinetic and clinical effect parameters of clinically relevant food-drug interactions. The most important interactions are those...

  5. INTERACTIVE LEARNING: ADVANTAGES AND DISADVANTAGES

    OpenAIRE

    O. Kustovska; A. Svidenyuk

    2016-01-01

    In the article the use of interactive technologies in the educational process of the university, allowing students to develop innovative thinking, away from stereotypes, develop imagination, communication skills and expertise, intellectual, emotional, motivational and other areas of personality. Implementing the principles of technological learning, interactive educational technology and provides interactive computer learning tools, and interactivity of educational process when...

  6. SPACEWAY: Providing affordable and versatile communication solutions

    Science.gov (United States)

    Fitzpatrick, E. J.

    1995-08-01

    By the end of this decade, Hughes' SPACEWAY network will provide the first interactive 'bandwidth on demand' communication services for a variety of applications. High quality digital voice, interactive video, global access to multimedia databases, and transborder workgroup computing will make SPACEWAY an essential component of the computer-based workplace of the 21st century. With relatively few satellites to construct, insure, and launch -- plus extensive use of cost-effective, tightly focused spot beams on the world's most populated areas -- the high capacity SPACEWAY system can pass its significant cost savings onto its customers. The SPACEWAY network is different from other proposed global networks in that its geostationary orbit location makes it a truly market driven system: each satellite will make available extensive telecom services to hundreds of millions of people within the continuous view of that satellite, providing immediate capacity within a specific region of the world.

  7. Querying Data Providing Web Services

    OpenAIRE

    Sabesan, Manivasakan

    2010-01-01

    Web services are often used for search computing where data is retrieved from servers providing information of different kinds. Such data providing web services return a set of objects for a given set of parameters without any side effects. There is need to enable general and scalable search capabilities of data from data providing web services, which is the topic of this Thesis. The Web Service MEDiator (WSMED) system automatically provides relational views of any data providing web service ...

  8. Providing Secure Web Services for Mobile Applications

    OpenAIRE

    Kivisaari, Tero

    2015-01-01

    Changing consumer behavior drives the demand for convenient and easy-to-use mobile applications across industries. This also impacts the financial sector. Banks are eager to offer their services as mobile applications to match the modern consumer needs. The mobile applications are not independently able to provide the required functionality; they interact with the existing core business functions by consuming secure Web Services over the Internet. The thesis analyses th...

  9. Active Earth Display: Using Real-Time Data, Interactivity, and Storylines to Engage the Public in Polar Awareness

    Science.gov (United States)

    Schiffman, C. R.; Carroll, K. P.; Wilson, T. J.

    2008-12-01

    The Polar Earth Observation Network (POLENET) and UNAVCO are collaborating to develop new educational materials for the public focused on polar-based research. Polenet is a consortium that aims to dramatically improve the coverage of many different kinds of geophysical data sets across the polar regions of Earth. The data from Polenet will enable new research into the interaction between the atmosphere, oceans, polar ice-sheets, and the Earth's crust and mantle. It is important that this research is disseminated to the public in an engaging and accurate matter while avoiding oversimplification. The Incorporated Research Institutions for Seismology's (IRIS) Active Earth Display (AED), a touch screen web-based kiosk, was originally designed to highlight real-time seismic data, and therefore provides a useful format for showing real-time data from the poles. The new polar pages for the AED will highlight real-time data from Antarctica and Greenland, and provide a way for the public to learn about POLENET research. The polar AED pages aim to engage users through teaching about the importance of polar-based research using a rich interactive multimedia environment. The pages are organized around four storylines: equipment, ice movement through time, life on the ice, and what ice in Antarctica has to do with you. The pages present complex scientific concepts in a way that is accessible and engaging to the general public by using simplified text, real-time data, videos, interactive games, and a set of coherent storylines. For example, one interactive feature will be an energy game, where users adjust various sources to power a GPS unit through the polar night. Another interactive feature will be a map of Polar Regions with clickable hotspots that will show videos of calving glaciers and collapsing ice sheets from around the world. The AED maintains a constant Internet connection, so the storylines are flexible and can be changed to conform to the location of the kiosk and

  10. Designs for Cooperative Interactions.

    Science.gov (United States)

    Fogarty, Robin

    Educators are moving toward models of instruction that contain a myriad of interaction patterns among teachers and students. This shift from didactic teaching models to intensely involving designs is difficult for teachers, but is made easier if seen as a gradual change. This book provides an overview of 12 cooperative interaction designs for the…

  11. Choosing a primary care provider

    Science.gov (United States)

    ... Supplements Videos & Tools Español You Are Here: Home → Medical Encyclopedia → Choosing a primary care provider URL of this page: //medlineplus.gov/ency/article/001939.htm Choosing a primary care provider To ...

  12. Types of health care providers

    Science.gov (United States)

    ... Supplements Videos & Tools Español You Are Here: Home → Medical Encyclopedia → Types of health care providers URL of this page: //medlineplus.gov/ency/article/001933.htm Types of health care providers To ...

  13. Drug-Food Interactions

    Science.gov (United States)

    ... Devices, Prescription Medicines, Your Health ResourcesTags: adverse reactions, Food-Drug Interactions, patient education, patient information September 2000 Copyright © American Academy of Family PhysiciansThis information provides a general overview and may ...

  14. Socially Aware Interactive Playgrounds

    NARCIS (Netherlands)

    Moreno Celleri, Alejandro Manuel; van Delden, Robertus Wilhelmus; Poppe, Ronald Walter; Reidsma, Dennis

    Interactive playgrounds are technology-enhanced installations that aim to provide rich game experiences for children by combining the benefits of traditional playgrounds with those of digital games. These game experiences could be attained by addressing three design considerations:

  15. Interactive numerals

    Science.gov (United States)

    2017-01-01

    Although Arabic numerals (like ‘2016’ and ‘3.14’) are ubiquitous, we show that in interactive computer applications they are often misleading and surprisingly unreliable. We introduce interactive numerals as a new concept and show, like Roman numerals and Arabic numerals, interactive numerals introduce another way of using and thinking about numbers. Properly understanding interactive numerals is essential for all computer applications that involve numerical data entered by users, including finance, medicine, aviation and science. PMID:28484609

  16. Providing for the Future: Providers' Views on Apprenticeship Reform

    Science.gov (United States)

    McCrone, Tami; Sims, David; Gladding, Cath

    2016-01-01

    Apprenticeships are currently undergoing reform in England. Funding mechanisms and the content of Apprenticeship programmes are being restructured. NFER and the Association of Employment and Learning Providers (AELP) have carried out a joint research project to inform future policy and practice with evidence on how providers of Apprenticeships are…

  17. INTERACTIVE LEARNING: ADVANTAGES AND DISADVANTAGES

    Directory of Open Access Journals (Sweden)

    O. Kustovska

    2016-10-01

    Full Text Available In the article the use of interactive technologies in the educational process of the university, allowing students to develop innovative thinking, away from stereotypes, develop imagination, communication skills and expertise, intellectual, emotional, motivational and other areas of personality. Implementing the principles of technological learning, interactive educational technology and provides interactive computer learning tools, and interactivity of educational process when the basic conceptual provisions defined training based on interactive communication.

  18. Sketches in Embodied Interaction

    DEFF Research Database (Denmark)

    Erkut, Cumhur; Dahl, Sofia; Triantafyllidis, Georgios

    2014-01-01

    We present an approach for teaching and designing embodied interaction based on interactive sketches. We have combined the mover perspective and felt experiences of movement with advanced technologies (multi-agents, physical simulations) in a generative design session. We report our activities...... and provide a simple example as a design outcome. The variety and the qualities of the initial ideas indicate that this approach might provide a better foundation for our participants, compared to the approaches that focus only on technologies. The interactive sketches were demonstrated at the conference....

  19. Prehospital Providers' Perceptions on Providing Patient and Family Centered Care.

    Science.gov (United States)

    Ayub, Emily M; Sampayo, Esther M; Shah, Manish I; Doughty, Cara B

    2017-01-01

    A gap exists in understanding a provider's approach to delivering care that is mutually beneficial to patients, families, and other providers in the prehospital setting. The purpose of this study was to identify attitudes, beliefs, and perceived barriers to providing patient and family centered care (PFCC) in the prehospital setting and to describe potential solutions for improving PFCC during critical pediatric events. We conducted a qualitative, cross-sectional study of a purposive sample of Emergency Medical Technicians (EMTs) and paramedics from an urban, municipal, fire-based EMS system, who participated in the Pediatric Simulation Training for Emergency Prehospital Providers (PediSTEPPS) course. Two coders reviewed transcriptions of audio recordings from participants' first simulation scenario debriefings and performed constant comparison analysis to identify unifying themes. Themes were verified through member checking with two focus groups of prehospital providers. A total of 122 EMTs and paramedics participated in 16 audiotaped debriefing sessions and two focus groups. Four overarching themes emerged regarding the experience of PFCC by prehospital providers: (1) Perceived barriers included the prehospital environment, limited manpower, multi-tasking medical care, and concern for interference with patient care; (2) Providing emotional support comprised of empathetically comforting caregivers, maintaining a calm demeanor, and empowering families to feel involved; (3) Effective communication strategies consisted of designating a family point person, narration of actions, preempting the next steps, speaking in lay terms, summarizing during downtime, and conveying a positive first impression; (4) Tactics to overcome PFCC barriers were maintaining a line of sight, removing and returning a caregiver to and from the scene, and providing situational awareness. Based on debriefings from simulated scenarios, some prehospital providers identified the provision of

  20. Analysis of inter-provider conflicts among healthcare providers

    OpenAIRE

    Stecker, Mona; Epstein, Nancy; Mark M Stecker; Ausman, James I.; Harrigan, Noyes

    2013-01-01

    Background: Patient safety is a top priority of healthcare organizations. The Joint Commission (TJC) is now requiring that healthcare organizations promulgate polices to investigate and resolve disruptive behavior among employees. Methods: Our aims in this investigation utilizing the Provider Conflict Questionnaire (PCQ: Appendix A) included; determining what conflicts exist among a large sample of healthcare providers, how to assess the extent and frequency of disruptive behaviors, and what ...

  1. Babesiosis for Health Care Providers

    Centers for Disease Control (CDC) Podcasts

    2012-04-25

    This podcast will educate health care providers on diagnosing babesiosis and providing patients at risk with tick bite prevention messages.  Created: 4/25/2012 by Center for Global Health, Division of Parasitic Diseases and Malaria.   Date Released: 4/25/2012.

  2. Interactive Timetabling

    OpenAIRE

    Muller, Tomas; Bartak, Roman

    2001-01-01

    Timetabling is a typical application of constraint programming whose task is to allocate activities to slots in available resources respecting various constraints like precedence and capacity. In this paper we present a basic concept, a constraint model, and the solving algorithms for interactive timetabling. Interactive timetabling combines automated timetabling (the machine allocates the activities) with user interaction (the user can interfere with the process of timetabling). Because the ...

  3. Playful Interaction

    DEFF Research Database (Denmark)

    2003-01-01

    The video Playful Interaction describes a future architectural office, and envisions ideas and concepts for playful interactions between people, materials and appliances in a pervasive and augmented working environment. The video both describes existing developments, technologies and designs...... as well as ideas not yet implemented such as playful modes of interaction with an augmented ball. Playful Interaction has been used as a hybrid of a vision video and a video prototype (1). Externally the video has been used to visualising our new ideas, and internally the video has also worked to inspire...

  4. Organizational culture associated with provider satisfaction.

    Science.gov (United States)

    Scammon, Debra L; Tabler, Jennifer; Brunisholz, Kimberly; Gren, Lisa H; Kim, Jaewhan; Tomoaia-Cotisel, Andrada; Day, Julie; Farrell, Timothy W; Waitzman, Norman J; Magill, Michael K

    2014-01-01

    Organizational culture is key to the successful implementation of major improvement strategies. Transformation to a patient-centered medical home (PCHM) is such an improvement strategy, requiring a shift from provider-centric care to team-based care. Because this shift may impact provider satisfaction, it is important to understand the relationship between provider satisfaction and organizational culture, specifically in the context of practices that have transformed to a PCMH model. This was a cross-sectional study of surveys conducted in 2011 among providers and staff in 10 primary care clinics implementing their version of a PCMH: Care by Design. Measures included the Organizational Culture Assessment Instrument and the American Medical Group Association provider satisfaction survey. Providers were most satisfied with quality of care (mean, 4.14; scale of 1-5) and interactions with patients (mean, 4.12) and were least satisfied with time spent working (mean, 3.47), paperwork (mean, 3.45), and compensation (mean, 3.35). Culture profiles differed across clinics, with family/clan and hierarchical cultures the most common. Significant correlations (P ≤ .05) between provider satisfaction and clinic culture archetypes included family/clan culture negatively correlated with administrative work; entrepreneurial culture positively correlated with the Time Spent Working dimension; market/rational culture positively correlated with how practices were facing economic and strategic challenges; and hierarchical culture negatively correlated with the Relationships with Staff and Resource dimensions. Provider satisfaction is an important metric for assessing experiences with features of a PCMH model. Identification of clinic-specific culture archetypes and archetype associations with provider satisfaction can help inform practice redesign. Attention to effective methods for changing organizational culture is recommended.

  5. Coordination of primary care providers.

    Science.gov (United States)

    Hettler, D L; McAlister, W H

    1988-02-01

    Surveys were sent to family physicians in Illinois to determine knowledge and attitude concerning optometry. The respondents were knowledgeable in certain aspects of optometry. However, many need to become more aware of the optometrist as a health care provider.

  6. Medicare Referring Provider DMEPOS PUF

    Data.gov (United States)

    U.S. Department of Health & Human Services — This dataset, which is part of CMSs Medicare Provider Utilization and Payment Data, details information on Durable Medical Equipment, Prosthetics, Orthotics and...

  7. Seeing Your Health Care Provider

    Science.gov (United States)

    ... Reduce Font Size 100% Increase Font Size Positive Spin Basics Federal Response Digital Tools Events Blog Home ... that may assist you. Be on time. Most healthcare providers have full appointment schedules—if you are ...

  8. EAMJ Provider April 10.indd

    African Journals Online (AJOL)

    2010-04-04

    Apr 4, 2010 ... with breast cancer is known to result in more adverse outcomes (1). ... Objective: To determine the extent and nature of provider delay in breast cancer management at .... and calls for a review of booking procedures. Also.

  9. TERRAIN, PROVIDENCE COUNTY, RHODE ISLAND

    Data.gov (United States)

    Federal Emergency Management Agency, Department of Homeland Security — The Providence AOI consists of the costal portion of the county, and meshes up seamlessly with the Kent county AOI directly south. Ground Control is collected...

  10. Interactive benchmarking

    DEFF Research Database (Denmark)

    Lawson, Lartey; Nielsen, Kurt

    2005-01-01

    We discuss individual learning by interactive benchmarking using stochastic frontier models. The interactions allow the user to tailor the performance evaluation to preferences and explore alternative improvement strategies by selecting and searching the different frontiers using directional...... in the suggested benchmarking tool. The study investigates how different characteristics on dairy farms influences the technical efficiency....

  11. Do Dogs Provide Information Helpfully?

    Directory of Open Access Journals (Sweden)

    Patrizia Piotti

    Full Text Available Dogs are particularly skilful during communicative interactions with humans. Dogs' abilities to use human communicative cues in cooperative contexts outcompete those of other species, and might be the result of selection pressures during domestication. Dogs also produce signals to direct the attention of humans towards outside entities, a behaviour often referred to as showing behaviour. This showing behaviour in dogs is thought to be something dogs use intentionally and referentially. However, there is currently no evidence that dogs communicate helpfully, i.e. to inform an ignorant human about a target that is of interest to the human but not to the dog. Communicating with a helpful motive is particularly interesting because it might suggest that dogs understand the human's goals and need for information. In study 1, we assessed whether dogs would abandon an object that they find interesting in favour of an object useful for their human partner, a random novel distractor, or an empty container. Results showed that it was mainly self-interest that was driving the dogs' behaviour. The dogs mainly directed their behaviour towards the object they had an interest in, but dogs were more persistent when showing the object relevant to the human, suggesting that to some extent they took the humans interest into account. Another possibility is that dogs' behaviour was driven by an egocentric motivation to interact with novel targets and that the dogs' neophila might have masked their helpful tendencies. Therefore, in study 2 the dogs had initial access to both objects, and were expected to indicate only one (relevant or distractor. The human partner interacted with the dog using vocal communication in half of the trials, and remaining silent in the other half. Dogs from both experimental groups, i.e. indicating the relevant object or indicating the distractor, established joint attention with the human. However, the human's vocal communication and the

  12. Do Dogs Provide Information Helpfully?

    Science.gov (United States)

    Piotti, Patrizia; Kaminski, Juliane

    2016-01-01

    Dogs are particularly skilful during communicative interactions with humans. Dogs' abilities to use human communicative cues in cooperative contexts outcompete those of other species, and might be the result of selection pressures during domestication. Dogs also produce signals to direct the attention of humans towards outside entities, a behaviour often referred to as showing behaviour. This showing behaviour in dogs is thought to be something dogs use intentionally and referentially. However, there is currently no evidence that dogs communicate helpfully, i.e. to inform an ignorant human about a target that is of interest to the human but not to the dog. Communicating with a helpful motive is particularly interesting because it might suggest that dogs understand the human's goals and need for information. In study 1, we assessed whether dogs would abandon an object that they find interesting in favour of an object useful for their human partner, a random novel distractor, or an empty container. Results showed that it was mainly self-interest that was driving the dogs' behaviour. The dogs mainly directed their behaviour towards the object they had an interest in, but dogs were more persistent when showing the object relevant to the human, suggesting that to some extent they took the humans interest into account. Another possibility is that dogs' behaviour was driven by an egocentric motivation to interact with novel targets and that the dogs' neophila might have masked their helpful tendencies. Therefore, in study 2 the dogs had initial access to both objects, and were expected to indicate only one (relevant or distractor). The human partner interacted with the dog using vocal communication in half of the trials, and remaining silent in the other half. Dogs from both experimental groups, i.e. indicating the relevant object or indicating the distractor, established joint attention with the human. However, the human's vocal communication and the presence of the

  13. Recovery-promoting professional competencies: perspectives of mental health consumers, consumer-providers and providers.

    Science.gov (United States)

    Russinova, Zlatka; Rogers, E Sally; Ellison, Marsha Langer; Lyass, Asya

    2011-01-01

    The purpose of this study was to empirically validate a set of conceptually derived recovery-promoting competencies from the perspectives of mental health consumers, consumer-providers and providers. A national sample of 603 consumers, 153 consumer-providers and 239 providers completed an anonymous survey via the Internet. The survey evaluated respondents' perceptions about a set of 37 competencies hypothesized to enhance clients' hope and empowerment and inquired about interactions with providers that enhanced clients' recovery process. We used descriptive statistics and ranking to establish the relevance of each competency and generalized linear models and post-hoc tests to examine differences in the consumers', consumer-providers' and providers' assessments of these competencies. Analyses confirmed the recovery relevance of several competencies and their relative importance within each group of study participants. They also revealed that while most competencies tended to have universal significance, others depended more strongly on the client's preferences. Finally, differences in the perceptions of consumers, consumer-providers and providers about the recovery relevance of these competencies were established. The study highlighted the crucial role practitioners play in enhancing recovery from serious mental illnesses through specific strategies and attitudes that acknowledge clients' personhood and foster their hopefulness, empowerment and illness management. It informed the development of a new instrument measuring providers' recovery-promoting competence and provides guidelines for sharpening the recovery focus of a wide range of mental health and rehabilitation services.

  14. Kinesthetic Interaction

    DEFF Research Database (Denmark)

    Fogtmann, Maiken Hillerup; Fritsch, Jonas; Kortbek, Karen Johanne

    2008-01-01

    Within the Human-Computer Interaction community there is a growing interest in designing for the whole body in interaction design. The attempts aimed at addressing the body have very different outcomes spanning from theoretical arguments for understanding the body in the design process, to more...... practical examples of designing for bodily potential. This paper presents Kinesthetic Interaction as a unifying concept for describing the body in motion as a foundation for designing interactive systems. Based on the theoretical foundation for Kinesthetic Interaction, a conceptual framework is introduced...... to reveal bodily potential in relation to three design themes – kinesthetic development, kinesthetic means and kinesthetic disorder; and seven design parameters – engagement, sociality, movability, explicit motivation, implicit motivation, expressive meaning and kinesthetic empathy. The framework is a tool...

  15. Non-verbal Full Body Emotional and Social Interaction: A Case Study on Multimedia Systems for Active Music Listening

    Science.gov (United States)

    Camurri, Antonio

    Research on HCI and multimedia systems for art and entertainment based on non-verbal, full-body, emotional and social interaction is the main topic of this paper. A short review of previous research projects in this area at our centre are presented, to introduce the main issues discussed in the paper. In particular, a case study based on novel paradigms of social active music listening is presented. Active music listening experience enables users to dynamically mould expressive performance of music and of audiovisual content. This research is partially supported by the 7FP EU-ICT Project SAME (Sound and Music for Everyone, Everyday, Everywhere, Every Way, www.sameproject.eu).

  16. Ecosystem services provided by waterbirds.

    Science.gov (United States)

    Green, Andy J; Elmberg, Johan

    2014-02-01

    Ecosystem services are ecosystem processes that directly or indirectly benefit human well-being. There has been much recent literature identifying different services and the communities and species that provide them. This is a vital first step towards management and maintenance of these services. In this review, we specifically address the waterbirds, which play key functional roles in many aquatic ecosystems, including as predators, herbivores and vectors of seeds, invertebrates and nutrients, although these roles have often been overlooked. Waterbirds can maintain the diversity of other organisms, control pests, be effective bioindicators of ecological conditions, and act as sentinels of potential disease outbreaks. They also provide important provisioning (meat, feathers, eggs, etc.) and cultural services to both indigenous and westernized societies. We identify key gaps in the understanding of ecosystem services provided by waterbirds and areas for future research required to clarify their functional role in ecosystems and the services they provide. We consider how the economic value of these services could be calculated, giving some examples. Such valuation will provide powerful arguments for waterbird conservation. © 2013 The Authors. Biological Reviews © 2013 Cambridge Philosophical Society.

  17. Ancillary Services Provided from DER

    Energy Technology Data Exchange (ETDEWEB)

    Campbell, J.B.

    2005-12-21

    Distributed energy resources (DER) are quickly making their way to industry primarily as backup generation. They are effective at starting and then producing full-load power within a few seconds. The distribution system is aging and transmission system development has not kept up with the growth in load and generation. The nation's transmission system is stressed with heavy power flows over long distances, and many areas are experiencing problems in providing the power quality needed to satisfy customers. Thus, a new market for DER is beginning to emerge. DER can alleviate the burden on the distribution system by providing ancillary services while providing a cost adjustment for the DER owner. This report describes 10 types of ancillary services that distributed generation (DG) can provide to the distribution system. Of these 10 services the feasibility, control strategy, effectiveness, and cost benefits are all analyzed as in the context of a future utility-power market. In this market, services will be provided at a local level that will benefit the customer, the distribution utility, and the transmission company.

  18. Enstore with Chimera namespace provider

    Energy Technology Data Exchange (ETDEWEB)

    Litvintsev, Dmitry [Fermilab; Moibenko, Alexander [Fermilab; Oleynik, Gene [Fermilab; Zalokar, Michael [Fermilab

    2012-01-01

    Enstore is a mass storage system developed by Fermilab that provides distributed access and management of data stored on tapes. It uses a namespace service, PNFS, developed by DESY to provide a filesystem-like view of the stored data. PNFS is a legacy product and is being replaced by a new implementation, called Chimera, which is also developed by DESY. Chimera offers multiple advantages over PNFS in terms of performance and functionality. The Enstore client component, encp, has been modified to work with Chimera, as well as with any other namespace provider. We performed high load end-to-end acceptance test of Enstore with the Chimera namespace. This paper describes the modifications to Enstore, the test procedure and the results of the acceptance testing.

  19. Laser-surface interactions

    CERN Document Server

    Ganeev, Rashid A

    2014-01-01

    This book is about the interaction of laser radiation with various surfaces at variable parameters of radiation. As a basic principle of classification we chose the energetic or intensity level of interaction of laser radiation with the surfaces. These two characteristics of laser radiation are the most important parameters defining entire spectrum of the processes occurring on the surfaces during interaction with electromagnetic waves. This is a first book containing a whole spectrum of the laser-surface interactions distinguished by the ranges of used laser intensity. It combines the surface response starting from extremely weak laser intensities (~1 W cm-2) up to the relativistic intensities (~1020 W cm-2 and higher). The book provides the basic information about lasers and acquaints the reader with both common applications of laser-surface interactions (laser-related printers, scanners, barcode readers, discs, material processing, military, holography, medicine, etc) and unusual uses of the processes on t...

  20. Succeeding with interactive research

    DEFF Research Database (Denmark)

    Krogh, Andreas Hagedorn; Nielsen, Morten Velsing

    2017-01-01

    the capacity for critique and ensuring that scientific standards are met. Based on our own experience and theories of interactive governance, network management and collaborative leadership, as well as on existing methodological literature, we provide guidance and suggest concrete tools and methods......Increasingly, social science research is carried out in collaboration with partners outside universities, yet research methodology is lacking on how to manoeuvre in a terrain where multiple actors set expectations for research. This article conceptualizes interactive research as research...... with and about society, and provides a set of systematic reflections on how to manage opposing pressures, tensions and dilemmas in interactive research projects. We formulate and address three major interactive research management tasks: ensuring continual commitment from external stakeholders, maintaining...

  1. INTERACT Station Catalogue - 2015

    DEFF Research Database (Denmark)

    INTERACT stations are located in all major environmental envelopes of the Arctic providing an ideal platform for studying climate change and its impact on the environment and local communities. Since alpine environments face similar changes and challenges as the Arctic, the INTERACT network also...... includes some alpine stations located outside the Arctic. The INTERACT research stations provide an ideal platform for circumarctic research and monitoring. Activities span from small short term research projects to larger long term monitoring programmes. The stations are thus visited by many researchers...... and research groups. Therefore, INTERACT has produced a catalogue of research stations including descriptions of the physical setting, facilities and services offered at the stations. It is our hope that this catalogue will help researchers identify research stations that suit their specific needs. The 2015...

  2. Providing Southern Perspectives on CSR

    DEFF Research Database (Denmark)

    Jeppesen, Søren; Kothuis, Bas

    The article seeks to contribute to the SMEs and CSR literature in developing countries by providing; a) a ‘Southern’ SME perspective, which includes the voices of managers and workers, b) a perspective of CSR, which opens up to informal CSR practices that SMEs undertake, and c) an analysis...

  3. Wind Turbine Providing Grid Support

    DEFF Research Database (Denmark)

    2011-01-01

    A variable speed wind turbine is arranged to provide additional electrical power to counteract non-periodic disturbances in an electrical grid. A controller monitors events indicating a need to increase the electrical output power from the wind turbine to the electrical grid. The controller...

  4. Narratives of Ghanaian abortion providers

    African Journals Online (AJOL)

    AJRH Managing Editor

    Michigan, Department of Women's Studies, Ann Arbor, MI, USA; 7University of Michigan, Department of Obstetrics and. Gynaecology, Ann Arbor, MI USA ..... personal spending habits of physicians who were known to provide abortion – a new ..... characterized by safe space for speaking can improve physician's resilience to ...

  5. Twitter for travel medicine providers.

    Science.gov (United States)

    Mills, Deborah J; Kohl, Sarah E

    2016-03-01

    Travel medicine practitioners, perhaps more so than medical practitioners working in other areas of medicine, require a constant flow of information to stay up-to-date, and provide best practice information and care to their patients. Many travel medicine providers are unaware of the popularity and potential of the Twitter platform. Twitter use among our travellers, as well as by physicians and health providers, is growing exponentially. There is a rapidly expanding body of published literature on this information tool. This review provides a brief overview of the ways Twitter is being used by health practitioners, the advantages that are peculiar to Twitter as a platform of social media, and how the interested practitioner can get started. Some key points about the dark side of Twitter are highlighted, as well as the potential benefits of using Twitter as a way to disseminate accurate medical information to the public. This article will help readers develop an increased understanding of Twitter as a tool for extracting useful facts and insights from the ever increasing volume of health information. © International Society of Travel Medicine, 2016. All rights reserved. Published by Oxford University Press. For permissions, please e-mail: journals.permissions@oup.com.

  6. Towards interactive narrative medicine.

    Science.gov (United States)

    Cavazza, Marc; Charles, Fred

    2013-01-01

    Interactive Storytelling technologies have attracted significant interest in the field of simulation and serious gaming for their potential to provide a principled approach to improve user engagement in training scenarios. In this paper, we explore the use of Interactive Storytelling to support Narrative Medicine as a reflective practice. We describe a workflow for the generation of virtual narratives from high-level descriptions of patients' experiences as perceived by physicians, which can help to objectivize such perceptions and support various forms of analysis.

  7. Designing for Interaction Proxemics

    DEFF Research Database (Denmark)

    Grønbæk, Jens Emil

    2017-01-01

    Design of interactive technology provides opportunities as well as constraints in how a group of users can organize in a shared space. The core argument of interaction proxemics is to consider this in designing for collaboration. In my thesis, I focus on conceptualizing design of ubicomp...... technologies in this way. My goal with the concepts of proxemic configurations and transitions is to design for more flexibility in how users can collaborate and act socially through technology....

  8. Programming Interactivity

    CERN Document Server

    Noble, Joshua

    2012-01-01

    Ready to create rich interactive experiences with your artwork, designs, or prototypes? This is the ideal place to start. With this hands-on guide, you'll explore several themes in interactive art and design-including 3D graphics, sound, physical interaction, computer vision, and geolocation-and learn the basic programming and electronics concepts you need to implement them. No previous experience is necessary. You'll get a complete introduction to three free tools created specifically for artists and designers: the Processing programming language, the Arduino microcontroller, and the openFr

  9. Simply split strongly interacting massive particles

    Science.gov (United States)

    Bernal, Nicolás; Chu, Xiaoyong; Pradler, Josef

    2017-06-01

    Dark matter which interacts strongly with itself, but only feebly with the Standard Model, is a possibility that has been entertained to solve apparent small-scale structure problems that are pertinent to the noninteracting cold dark matter paradigm. In this paper, we study the simple case in which the self-scattering rate today is regulated by kinematics and/or the abundance ratio, through the mass splitting of nearly degenerate pseudo-Dirac fermions χ1 and χ2 or real scalars ϕ1 and ϕ2. We calculate the relic density of these states in a scenario where self-scattering proceeds through off-diagonal couplings with a vector particle V (dark photon) and where the abundance is set through number-depleting 4-to-2 reactions in the hidden sector, or, alternatively, via freeze-in. We study the implications of the considered models and their prospect of solving astrophysical small-scale structure problems. We also show how the introduction of the (meta)stable heavier state may be probed in future dark matter searches.

  10. Providing traceability for neuroimaging analyses.

    Science.gov (United States)

    McClatchey, Richard; Branson, Andrew; Anjum, Ashiq; Bloodsworth, Peter; Habib, Irfan; Munir, Kamran; Shamdasani, Jetendr; Soomro, Kamran

    2013-09-01

    With the increasingly digital nature of biomedical data and as the complexity of analyses in medical research increases, the need for accurate information capture, traceability and accessibility has become crucial to medical researchers in the pursuance of their research goals. Grid- or Cloud-based technologies, often based on so-called Service Oriented Architectures (SOA), are increasingly being seen as viable solutions for managing distributed data and algorithms in the bio-medical domain. For neuroscientific analyses, especially those centred on complex image analysis, traceability of processes and datasets is essential but up to now this has not been captured in a manner that facilitates collaborative study. Few examples exist, of deployed medical systems based on Grids that provide the traceability of research data needed to facilitate complex analyses and none have been evaluated in practice. Over the past decade, we have been working with mammographers, paediatricians and neuroscientists in three generations of projects to provide the data management and provenance services now required for 21st century medical research. This paper outlines the finding of a requirements study and a resulting system architecture for the production of services to support neuroscientific studies of biomarkers for Alzheimer's disease. The paper proposes a software infrastructure and services that provide the foundation for such support. It introduces the use of the CRISTAL software to provide provenance management as one of a number of services delivered on a SOA, deployed to manage neuroimaging projects that have been studying biomarkers for Alzheimer's disease. In the neuGRID and N4U projects a Provenance Service has been delivered that captures and reconstructs the workflow information needed to facilitate researchers in conducting neuroimaging analyses. The software enables neuroscientists to track the evolution of workflows and datasets. It also tracks the outcomes of

  11. Preparing to provide MTM services.

    Science.gov (United States)

    Glenn, Zandra M; Mahdavian, Soheyla L; Woodard, Todd J

    2015-02-01

    Medication Therapy Management (MTM) has been a way for pharmacist to enhance their position as an integral member of the health care team as the need for improved clinical and economic outcomes in relation to the US health care system became apparent. MTM Certificate training programs are provided by numerous organizations. Collaboration Practice Agreements (CPA) are gaining significance as the role of the pharmacist is expanding in the care of patients as part of a multidisciplinary health care team. One major hurdle that many pharmacists are faced with is receiving reimbursement for the services provided. The Medicare Modernization Act of 2003 recognized that pharmacists play an important role in the management of patient care and that pharmacists bring an expertise and knowledge that will help to identify and resolve patient medication therapy problems. © The Author(s) 2014.

  12. Support Net for Frontline Providers

    Science.gov (United States)

    2016-03-01

    With a multidisciplinary team that included an external evaluator (Dr. Robert Durham), and an extended research team (Drs. Alan Peterson and Bret...21.7%) indicated being single. The sample of providers included 13 clinical psychologists (21.7%), 17 counselors or psychotherapists (28.3%), three...a sample of service members from Iraq and Afghanistan. Military Medicine, 172, 359–363. Figley, C. R. (2002). Compassion fatigue: Psychotherapists

  13. Interaction graphs

    DEFF Research Database (Denmark)

    Seiller, Thomas

    2016-01-01

    Interaction graphs were introduced as a general, uniform, construction of dynamic models of linear logic, encompassing all Geometry of Interaction (GoI) constructions introduced so far. This series of work was inspired from Girard's hyperfinite GoI, and develops a quantitative approach that should...... be understood as a dynamic version of weighted relational models. Until now, the interaction graphs framework has been shown to deal with exponentials for the constrained system ELL (Elementary Linear Logic) while keeping its quantitative aspect. Adapting older constructions by Girard, one can clearly define...... "full" exponentials, but at the cost of these quantitative features. We show here that allowing interpretations of proofs to use continuous (yet finite in a measure-theoretic sense) sets of states, as opposed to earlier Interaction Graphs constructions were these sets of states were discrete (and finite...

  14. Embarrassing Interactions

    DEFF Research Database (Denmark)

    Deterding, Sebastian; Lucero, Andrés; Holopainen, Jussi

    2015-01-01

    Wherever the rapid evolution of interactive technologies disrupts standing situational norms, creates new, often unclear situational audiences, or crosses cultural boundaries, embarrassment is likely. This makes embarrassment a fundamental adoption and engagement hurdle, but also a creative desig...... space for human-computer interaction. However, research on embarrassment in HCI has remained scattered and unsystematic so far. This workshop therefore convenes researchers and practitioners to assemble and advance the current state of research on embarrassing interactions.......Wherever the rapid evolution of interactive technologies disrupts standing situational norms, creates new, often unclear situational audiences, or crosses cultural boundaries, embarrassment is likely. This makes embarrassment a fundamental adoption and engagement hurdle, but also a creative design...

  15. User-Appropriate Viewer for High Resolution Interactive Engagement with 3d Digital Cultural Artefacts

    Science.gov (United States)

    Gillespie, D.; La Pensée, A.; Cooper, M.

    2013-07-01

    Three dimensional (3D) laser scanning is an important documentation technique for cultural heritage. This technology has been adopted from the engineering and aeronautical industry and is an invaluable tool for the documentation of objects within museum collections (La Pensée, 2008). The datasets created via close range laser scanning are extremely accurate and the created 3D dataset allows for a more detailed analysis in comparison to other documentation technologies such as photography. The dataset can be used for a range of different applications including: documentation; archiving; surface monitoring; replication; gallery interactives; educational sessions; conservation and visualization. However, the novel nature of a 3D dataset is presenting a rather unique challenge with respect to its sharing and dissemination. This is in part due to the need for specialised 3D software and a supported graphics card to display high resolution 3D models. This can be detrimental to one of the main goals of cultural institutions, which is to share knowledge and enable activities such as research, education and entertainment. This has limited the presentation of 3D models of cultural heritage objects to mainly either images or videos. Yet with recent developments in computer graphics, increased internet speed and emerging technologies such as Adobe's Stage 3D (Adobe, 2013) and WebGL (Khronos, 2013), it is now possible to share a dataset directly within a webpage. This allows website visitors to interact with the 3D dataset allowing them to explore every angle of the object, gaining an insight into its shape and nature. This can be very important considering that it is difficult to offer the same level of understanding of the object through the use of traditional mediums such as photographs and videos. Yet this presents a range of problems: this is a very novel experience and very few people have engaged with 3D objects outside of 3D software packages or games. This paper

  16. USER–APPROPRIATE VIEWER FOR HIGH RESOLUTION INTERACTIVE ENGAGEMENT WITH 3D DIGITAL CULTURAL ARTEFACTS

    Directory of Open Access Journals (Sweden)

    D. Gillespie

    2013-07-01

    Full Text Available Three dimensional (3D laser scanning is an important documentation technique for cultural heritage. This technology has been adopted from the engineering and aeronautical industry and is an invaluable tool for the documentation of objects within museum collections (La Pensée, 2008. The datasets created via close range laser scanning are extremely accurate and the created 3D dataset allows for a more detailed analysis in comparison to other documentation technologies such as photography. The dataset can be used for a range of different applications including: documentation; archiving; surface monitoring; replication; gallery interactives; educational sessions; conservation and visualization. However, the novel nature of a 3D dataset is presenting a rather unique challenge with respect to its sharing and dissemination. This is in part due to the need for specialised 3D software and a supported graphics card to display high resolution 3D models. This can be detrimental to one of the main goals of cultural institutions, which is to share knowledge and enable activities such as research, education and entertainment. This has limited the presentation of 3D models of cultural heritage objects to mainly either images or videos. Yet with recent developments in computer graphics, increased internet speed and emerging technologies such as Adobe's Stage 3D (Adobe, 2013 and WebGL (Khronos, 2013, it is now possible to share a dataset directly within a webpage. This allows website visitors to interact with the 3D dataset allowing them to explore every angle of the object, gaining an insight into its shape and nature. This can be very important considering that it is difficult to offer the same level of understanding of the object through the use of traditional mediums such as photographs and videos. Yet this presents a range of problems: this is a very novel experience and very few people have engaged with 3D objects outside of 3D software packages or games

  17. Interaction Widget

    DEFF Research Database (Denmark)

    Ingstrup, Mads

    2003-01-01

    This pattern describes the idea of making a user interface of discrete, reusable entities---here called interaction widgets. The idea behind widgets is described using two perspectives, that of the user and that of the developer. It is the forces from these two perspectives that are balanced...... in the pattern. The intended audience of the pattern is developers and researchers within the field of human computer interaction....

  18. Repetition-based Interactive Facade Modeling

    KAUST Repository

    AlHalawani, Sawsan

    2012-07-01

    Modeling and reconstruction of urban environments has gained researchers attention throughout the past few years. It spreads in a variety of directions across multiple disciplines such as image processing, computer graphics and computer vision as well as in architecture, geoscience and remote sensing. Having a virtual world of our real cities is very attractive in various directions such as entertainment, engineering, governments among many others. In this thesis, we address the problem of processing a single fa cade image to acquire useful information that can be utilized to manipulate the fa cade and generate variations of fa cade images which can be later used for buildings\\' texturing. Typical fa cade structures exhibit a rectilinear distribution where in windows and other elements are organized in a grid of horizontal and vertical repetitions of similar patterns. In the firt part of this thesis, we propose an efficient algorithm that exploits information obtained from a single image to identify the distribution grid of the dominant elements i.e. windows. This detection method is initially assisted with the user marking the dominant window followed by an automatic process for identifying its repeated instances which are used to define the structure grid. Given the distribution grid, we allow the user to interactively manipulate the fa cade by adding, deleting, resizing or repositioning the windows in order to generate new fa cade structures. Having the utility for the interactive fa cade is very valuable to create fa cade variations and generate new textures for building models. Ultimately, there is a wide range of interesting possibilities of interactions to be explored.

  19. Interactive Karyotyping Training

    Directory of Open Access Journals (Sweden)

    Ashwin Kotwaliwale

    2013-01-01

    Full Text Available Despite the wide use of newer techniques in genetic diagnostics, there remains a need for technologists to learn human chromosome morphology, identify abnormal metaphases and report clinical abnormalities. Global short age of cytogenetic trainers and a time consuming training process makes Karyotyping training difficult. We have developed a web based interactive Karyotyping training tool, KaryoTutor©, that allows technologists to learn karyotyping in an interactive environment and aids the trainer in the training process. KaryoTutor©provides visual clues for identifying abnormal chromosomes, provides instant test scores and includes a reference library of ideograms,sample chromosome images and reference materials. Trainees are able to recursively work on a case till a satisfactory result is achieved,with KaryoTutor providing interactive inputs.Additionally, trainers can assign cases and monitor trainee progress using audit trail management and other administrative features.

  20. Healthcare provider and patient perspectives on diagnostic imaging investigations.

    Science.gov (United States)

    Makanjee, Chandra R; Bergh, Anne-Marie; Hoffmann, Willem A

    2015-05-20

    Much has been written about the patient-centred approach in doctor-patient consultations. Little is known about interactions and communication processes regarding healthcare providers' and patients' perspectives on expectations and experiences of diagnostic imaging investigations within the medical encounter. Patients journey through the health system from the point of referral to the imaging investigation itself and then to the post-imaging consultation. AIM AND SETTING: To explore healthcare provider and patient perspectives on interaction and communication processes during diagnostic imaging investigations as part of their clinical journey through a healthcare complex. A qualitative study was conducted, with two phases of data collection. Twenty-four patients were conveniently selected at a public district hospital complex and were followed throughout their journey in the hospital system, from admission to discharge. The second phase entailed focus group interviews conducted with providers in the district hospital and adjacent academic hospital (medical officers and family physicians, nurses, radiographers, radiology consultants and registrars). Two main themes guided our analysis: (1) provider perspectives; and (2) patient dispositions and reactions. Golden threads that cut across these themes are interactions and communication processes in the context of expectations, experiences of the imaging investigations and the outcomes thereof. Insights from this study provide a better understanding of the complexity of the processes and interactions between providers and patients during the imaging investigations conducted as part of their clinical pathway. The interactions and communication processes are provider-patient centred when a referral for a diagnostic imaging investigation is included.

  1. Providing Southern Perspectives on CSR

    OpenAIRE

    Jeppesen, Søren; Kothuis, Bas

    2014-01-01

    The article seeks to contribute to the SMEs and CSR literature in developing countries by providing; a) a ‘Southern’ SME perspective, which includes the voices of managers and workers, b) a perspective of CSR, which opens up to informal CSR practices that SMEs undertake, and c) an analysis of the key institutional issues affecting the CSR practices of SMEs. It presents perceptions of CSR practices among 21 SMEs in the garment industry in South Africa, based on 40 interviews with managers and ...

  2. Reputational concerns with altruistic providers.

    Science.gov (United States)

    Olivella, Pau; Siciliani, Luigi

    2017-09-01

    We study a model of reputational concerns when doctors differ in their degree of altruism and they can signal their altruism by their (observable) quality. When reputational concerns are high, following the introduction or enhancement of public reporting, the less altruistic (bad) doctor mimics the more altruistic (good) doctor. Otherwise, either a separating or a semi-separating equilibrium arises: the bad doctor mimics the good doctor with probability less than one. Pay-for-performance incentive schemes are unlikely to induce crowding out, unless some dimensions of quality are unobservable. Under the pooling equilibrium a purchaser can implement the first-best quality by appropriately choosing a simple payment scheme with a fixed price per unit of quality provided. This is not the case under the separating equilibrium. Therefore, policies that enhance public reporting complement pay-for-performance schemes. Copyright © 2017 Elsevier B.V. All rights reserved.

  3. Interactive governance

    DEFF Research Database (Denmark)

    Sørensen, Eva; Torfing, Jacob; Peters, B. Guy

    Governance has become one of the most commonly used concepts in contemporary political science. It is, however, often used to mean a variety of different things. This book helps to clarify this conceptual muddle by concentrating on one variety of governance-interactive governance. The authors argue...... that although the state may remain important for many aspects of governing, interactions between state and society represent an important, and perhaps increasingly important, dimension of governance. These interactions may be with social actors such as networks, with market actors or with other governments......, but all these forms represent means of governing involving mixtures of state action with the actions of other entities.This book explores thoroughly this meaning of governance, and links it to broader questions of governance. In the process of explicating this dimension of governance the authors also...

  4. Programming Interactivity

    CERN Document Server

    Noble, Joshua

    2009-01-01

    Make cool stuff. If you're a designer or artist without a lot of programming experience, this book will teach you to work with 2D and 3D graphics, sound, physical interaction, and electronic circuitry to create all sorts of interesting and compelling experiences -- online and off. Programming Interactivity explains programming and electrical engineering basics, and introduces three freely available tools created specifically for artists and designers: Processing, a Java-based programming language and environment for building projects on the desktop, Web, or mobile phonesArduino, a system t

  5. Health Care Provider Accommodations for Patients with Communication Disorders

    Science.gov (United States)

    Burns, Michael I.; Baylor, Carolyn; Dudgeon, Brian J.; Starks, Helene; Yorkston, Kathryn

    2017-01-01

    Health care providers can experience increased diffculty communicating with adult patients during medical interactions when the patients have communication disorders. Meeting the communication needs of these patients can also create unique challenges for providers. The authors explore Communication Accommodation Theory (H. Giles, 1979) as a guide…

  6. Interaction as Negotiation

    DEFF Research Database (Denmark)

    Kristensen, Jannie Friis; Nielsen, Christina

    In this paper we discuss recent developments in interaction design principles for ubiquitous computing environments, specifically implications related to situated and mobile aspects of work. We present 'Interaction through Negotiation' as a general Human-Computer Interaction (HCI) paradigm, aimed...... at ubiquitous/pervasive technology and environments, with focus on facilitating negotiation in and between webs of different artifacts, humans and places. This approach is concerned with the way technology presents itself to us, both as physical entities and as conceptual entities, as well as the relations...... on several extensive empirical case studies, as well as co-operative design-sessions, we present a reflective analysis providing insights into results of the "Interaction through Negotiation" design approach in action. A very promising area of application is exception handling in pervasive computing...

  7. Chasing Ecological Interactions.

    Science.gov (United States)

    Jordano, Pedro

    2016-09-01

    Basic research on biodiversity has concentrated on individual species-naming new species, studying distribution patterns, and analyzing their evolutionary relationships. Yet biodiversity is more than a collection of individual species; it is the combination of biological entities and processes that support life on Earth. To understand biodiversity we must catalog it, but we must also assess the ways species interact with other species to provide functional support for the Tree of Life. Ecological interactions may be lost well before the species involved in those interactions go extinct; their ecological functions disappear even though they remain. Here, I address the challenges in studying the functional aspects of species interactions and how basic research is helping us address the fast-paced extinction of species due to human activities.

  8. Patient - patient interaction

    DEFF Research Database (Denmark)

    Birkelund, Regner; Søndergaard Larsen, Lene

    2013-01-01

    Aim:  The aim of this study is to provide an understanding of the significance of hospitalized patients’ interpersonal interaction with fellow patients in an infectious disease ward in a large Danish hospital. Method:  A qualitative approach was selected using participant observation and semi...... subcategories representing significance of patients’ interaction with fellow patients. Results:  The qualitative analysis resulted in two main categories: (i) Caring for fellow patients and (ii) Sharing illness information with fellow patients. Each of the main categories was elucidated through several...... subcategories. Our findings clearly showed that interpersonal interaction with fellow patients was of utmost importance when it came to care and support and when they needed information about their illness. Typically, the interpersonal interaction was experienced as giving and referred to in positive terms...

  9. RJSplot: Interactive Graphs with R.

    Science.gov (United States)

    Barrios, David; Prieto, Carlos

    2017-10-05

    Data visualization techniques provide new methods for the generation of interactive graphs. These graphs allow a better exploration and interpretation of data but their creation requires advanced knowledge of graphical libraries. Recent packages have enabled the integration of interactive graphs in R. However, R provides limited graphical packages that allow the generation of interactive graphs for computational biology applications. The present project has joined the analytical power of R with the interactive graphical features of JavaScript in a new R package (RJSplot). It enables the easy generation of interactive graphs in R, provides new visualization capabilities, and contributes to the advance of computational biology analytical methods. At present, 16 interactive graphics are available in RJSplot, such as the genome viewer, Manhattan plots, 3D plots, heatmaps, dendrograms, networks, and so on. The RJSplot package is freely available online at http://rjsplot.net. © 2017 Wiley-VCH Verlag GmbH & Co. KGaA, Weinheim.

  10. Providing global WLCG transfer monitoring

    CERN Document Server

    Andreeva, J; Campana, S; Flix, J; Flix, J; Keeble, O; Magini, N; Molnar, Z; Oleynik, D; Petrosyan, A; Ro, G; Saiz, P; Salichos, M; Tuckett, D; Uzhinsky, A; Wildish, T

    2012-01-01

    The WLCG[1] Transfers Dashboard is a monitoring system which aims to provide a global view of WLCG data transfers and to reduce redundancy in monitoring tasks performed by the LHC experiments. The system is designed to work transparently across LHC experiments and across the various technologies used for data transfer. Currently each LHC experiment monitors data transfers via experiment-specific systems but the overall cross-experiment picture is missing. Even for data transfers handled by FTS, which is used by 3 LHC experiments, monitoring tasks such as aggregation of FTS transfer statistics or estimation of transfer latencies are performed by every experiment separately. These tasks could be performed once, centrally, and then served to all experiments via a well-defined set of APIs. In the design and development of the new system, experience accumulated by the LHC experiments in the data management monitoring area is taken into account and a considerable part of the code of the ATLAS DDM Dashboard is being...

  11. Vaccine hesitancy and healthcare providers.

    Science.gov (United States)

    Paterson, Pauline; Meurice, François; Stanberry, Lawrence R; Glismann, Steffen; Rosenthal, Susan L; Larson, Heidi J

    2016-12-20

    While most people vaccinate according to the recommended schedule, this success is challenged by individuals and groups who delay or refuse vaccines. The aim of this article is to review studies on vaccine hesitancy among healthcare providers (HCPs), and the influences of their own vaccine confidence and vaccination behaviour on their vaccination recommendations to others. The search strategy was developed in Medline and then adapted across several multidisciplinary mainstream databases including Embase Classic & Embase, and PschInfo. All foreign language articles were included if the abstract was available in English. A total of 185 articles were included in the literature review. 66% studied the vaccine hesitancy among HCPs, 17% analysed concerns, attitudes and/or behaviour of HCPs towards vaccinating others, and 9% were about evaluating intervention(s). Overall, knowledge about particular vaccines, their efficacy and safety, helped to build HCPs own confidence in vaccines and their willingness to recommend vaccines to others. The importance of societal endorsement and support from colleagues was also reported. In the face of emerging vaccine hesitancy, HCPs still remain the most trusted advisor and influencer of vaccination decisions. The capacity and confidence of HCPs, though, are stretched as they are faced with time constraints, increased workload and limited resources, and often have inadequate information or training support to address parents' questions. Overall, HCPs need more support to manage the quickly evolving vaccine environment as well as changing public, especially those who are reluctant or refuse vaccination. Some recommended strategies included strengthening trust between HCPs, health authorities and policymakers, through more shared involvement in the establishment of vaccine recommendations. Copyright © 2016. Published by Elsevier Ltd.

  12. Cardiopulmonary interactions

    African Journals Online (AJOL)

    2006-08-28

    Aug 28, 2006 ... applications to a particular subspecialty,2-5 the reader is advised to have .... Using Ohm's law, it is known that PVR = (mean PAP – mean LAP)/Qp. PVR is determined by the interactions of the large capacitance vessels of the pulmonary arterial tree and ..... care setting, the application of this gas is usually.

  13. Explicit Interaction

    DEFF Research Database (Denmark)

    Löwgren, Jonas; Eriksen, Mette Agger; Linde, Per

    2006-01-01

    as an interpretation of palpability, comprising usability as well as patient empowerment and socially performative issues. We present a prototype environment for video recording during physiotherapeutical consultation which illustrates our current thoughts on explicit interaction and serves as material for further...

  14. Interacting Components

    NARCIS (Netherlands)

    Orlic, B.; Broenink, Johannes F.; Welch, Peter; Kerridge, Jon; Barnes, Fred

    2006-01-01

    SystemCSP is a graphical modeling language based on both CSP and concepts of component-based software development. The component framework of SystemCSP enables specification of both interaction scenarios and relative execution ordering among components. Specification and implementation of

  15. Interactive Television.

    Science.gov (United States)

    Bisesi, Michael; Felder, B. Dell

    1986-01-01

    Universities can offer opportunities for workers in high-technology fields to gain state-of-the-art information and skills without traveling to campus, through interactive television training. Careful organization and planning of such programs, including selection of effective faculty and remote site personnel, are essential to their success. (MSE)

  16. Interactive Storytelling

    DEFF Research Database (Denmark)

    Schoenau-Fog, Henrik; Reng, Lars

    2015-01-01

    This book constitutes the refereed proceedings of the 8th International Conference on Interactive Digital Storytelling, ICIDS 2015, held in Copenhagen, Denmark, in November/December 2015. The 18 revised full papers and 13 short papers presented together with 9 posters, 9 workshop descriptions...

  17. Interacting composite fermions

    DEFF Research Database (Denmark)

    nrc762, nrc762

    2016-01-01

    Numerical studies by Wójs, Yi, and Quinn have suggested that an unconventional fractional quantum Hall effect is plausible at filling factors ν=1/3 and 1/5, provided the interparticle interaction has an unusual form for which the energy of two fermions in the relative angular momentum three channel...

  18. Interactivity and content as factors of enjoyment in interactive fictions / Interactividad y contenido como factores de disfrute

    Directory of Open Access Journals (Sweden)

    Xavier Ribes Guàrdia

    2009-01-01

    Full Text Available A report is made of the conclusions of an experimental research whose objectives are: 1.- to explore the relationship between interactivity, content and enjoyment; 2.- to observe the relationship between enjoyment and the concepts of entertainment, pleasure and gratification, and 3.- to find out whether there is a relationship between enjoyment and the manifest intention of posterior consumption, the desire to pay per view and the success forecast of such fiction on television. 310 participants were assigned to one four experimental situations derived from the combination between the variables: modality of fiction (interactive or non-interactive and content (happy or tragic ending. The results show that: a.- the content exerts a greater influence on the enjoyment of the narrative than does interactivity; b.- the concepts of enjoyment, entertainment and gratification, although related, describe different aspects of the consumption experience and that 3. enjoyment is linked to the desire for ensuing consumption. Se reportan las conclusiones obtenidas de una investigación experimental que tiene por objetivos: 1.- explorar la relación entre interactividad, contenido y disfrute en la recepción de ficciones interactivas; 2.- observar el vínculo del disfrute con los conceptos de entretenimiento, agrado y gratificación, y 3.- indagar sobre la relación entre disfrute e intención manifiesta de consumo posterior, voluntad de pago por visión o predicción de éxito de las ficciones interactivas en televisión. 310 participantes fueron sometidos a cuatro situaciones experimentales derivadas de la combinación entre las variables modalidad de la ficción (interactiva o no interactiva y contenido (final feliz o trágico. Los resultados señalan que: a.- el contenido ejerce superior impacto en el disfrute de la narrativa que la interactividad; b.- los conceptos de disfrute, entretenimiento y gratificación, aunque relacionados, describen distintos

  19. Human Trafficking: The Role of the Health Care Provider

    OpenAIRE

    Dovydaitis, Tiffany

    2010-01-01

    Human trafficking is a major public health problem, both domestically and internationally. Health care providers are often the only professionals to interact with trafficking victims who are still in captivity. The expert assessment and interview skills of providers contribute to their readiness to identify victims of trafficking. The purpose of this article is to provide clinicians with knowledge on trafficking and give specific tools that they may use to assist victims in the clinical setti...

  20. A Case Study of MasterMind Chess: Comparing Mouse/Keyboard Interaction with Kinect-Based Gestural Interface

    Directory of Open Access Journals (Sweden)

    Gabriel Alves Mendes Vasiljevic

    2016-01-01

    Full Text Available As gestural interfaces emerged as a new type of user interface, their use has been vastly explored by the entertainment industry to better immerse the player in games. Despite being mainly used in dance and sports games, little use was made of gestural interaction in more slow-paced genres, such as board games. In this work, we present a Kinect-based gestural interface for an online and multiplayer chess game and describe a case study with users with different playing skill levels. Comparing the mouse/keyboard interaction with the gesture-based interaction, the results of the activity were synthesized into lessons learned regarding general usability and design of game control mechanisms. These results could be applied to slow-paced board games like chess. Our findings indicate that gestural interfaces may not be suitable for competitive chess matches, yet it can be fun to play while using them in casual matches.

  1. Interactive cinema : engagement and interaction

    NARCIS (Netherlands)

    Vosmeer, Mirjam; Schouten, Ben; Mitchell, Alex; Fernández-Vara, Clara; Thue, David

    2014-01-01

    Technologies that were initially developed to be applied within the domain of video games are currently being used in experiments to explore their meaning and possibilities for cinema and cinema audiences. In this position paper we examine how narrativity, interactivity and engagement are mutually

  2. Interactive Macroeconomics

    Science.gov (United States)

    Di Guilmi, Corrado; Gallegati, Mauro; Landini, Simone

    2017-04-01

    Preface; List of tables; List of figures, 1. Introduction; Part I. Methodological Notes and Tools: 2. The state space notion; 3. The master equation; Part II. Applications to HIA Based Models: 4. Financial fragility and macroeconomic dynamics I: heterogeneity and interaction; 5. Financial fragility and macroeconomic Dynamics II: learning; Part III. Conclusions: 6. Conclusive remarks; Part IV. Appendices and Complements: Appendix A: Complements to Chapter 3; Appendix B: Solving the ME to solve the ABM; Appendix C: Specifying transition rates; Index.

  3. Interaction with Machine Improvisation

    Science.gov (United States)

    Assayag, Gerard; Bloch, George; Cont, Arshia; Dubnov, Shlomo

    We describe two multi-agent architectures for an improvisation oriented musician-machine interaction systems that learn in real time from human performers. The improvisation kernel is based on sequence modeling and statistical learning. We present two frameworks of interaction with this kernel. In the first, the stylistic interaction is guided by a human operator in front of an interactive computer environment. In the second framework, the stylistic interaction is delegated to machine intelligence and therefore, knowledge propagation and decision are taken care of by the computer alone. The first framework involves a hybrid architecture using two popular composition/performance environments, Max and OpenMusic, that are put to work and communicate together, each one handling the process at a different time/memory scale. The second framework shares the same representational schemes with the first but uses an Active Learning architecture based on collaborative, competitive and memory-based learning to handle stylistic interactions. Both systems are capable of processing real-time audio/video as well as MIDI. After discussing the general cognitive background of improvisation practices, the statistical modelling tools and the concurrent agent architecture are presented. Then, an Active Learning scheme is described and considered in terms of using different improvisation regimes for improvisation planning. Finally, we provide more details about the different system implementations and describe several performances with the system.

  4. Provider documentation of patient education: a lean investigation

    Directory of Open Access Journals (Sweden)

    Jean P. Shipman, MSLS, AHIP, FMLA

    2016-11-01

    Full Text Available Purpose: The study evaluates how providers give patient education materials and identifies improvements to comply with Meaningful Use (MU requirements. Methods: Thirty-eight patient-provider interactions in two health care outpatient clinics were observed. Results: Providers do not uniformly know MU patient education requirements. Providers have individual preferences and find gaps in what is available. Accessing and documenting patient education varies among providers. Embedded electronic health record (EHR materials, while available, have technical access barriers. Conclusions: Providers’ EHR skills and knowledge levels contribute to non-standardized patient education delivery.

  5. Exploring Dental Providers' Workflow in an Electronic Dental Record Environment.

    Science.gov (United States)

    Schwei, Kelsey M; Cooper, Ryan; Mahnke, Andrea N; Ye, Zhan; Acharya, Amit

    2016-01-01

    A workflow is defined as a predefined set of work steps and partial ordering of these steps in any environment to achieve the expected outcome. Few studies have investigated the workflow of providers in a dental office. It is important to understand the interaction of dental providers with the existing technologies at point of care to assess breakdown in the workflow which could contribute to better technology designs. The study objective was to assess electronic dental record (EDR) workflows using time and motion methodology in order to identify breakdowns and opportunities for process improvement. A time and motion methodology was used to study the human-computer interaction and workflow of dental providers with an EDR in four dental centers at a large healthcare organization. A data collection tool was developed to capture the workflow of dental providers and staff while they interacted with an EDR during initial, planned, and emergency patient visits, and at the front desk. Qualitative and quantitative analysis was conducted on the observational data. Breakdowns in workflow were identified while posting charges, viewing radiographs, e-prescribing, and interacting with patient scheduler. EDR interaction time was significantly different between dentists and dental assistants (6:20 min vs. 10:57 min, p = 0.013) and between dentists and dental hygienists (6:20 min vs. 9:36 min, p = 0.003). On average, a dentist spent far less time than dental assistants and dental hygienists in data recording within the EDR.

  6. Honesty through repeated interactions.

    Science.gov (United States)

    Rich, Patricia; Zollman, Kevin J S

    2016-04-21

    In the study of signaling, it is well known that the cost of deception is an essential element for stable honest signaling in nature. In this paper, we show how costs for deception can arise endogenously from repeated interactions between individuals. Utilizing the Sir Philip Sidney game as an illustrative case, we show that repeated interactions can sustain honesty with no observable signal costs, even when deception cannot be directly observed. We provide a number of potential experimental tests for this theory which distinguish it from the available alternatives. Copyright © 2016 Elsevier Ltd. All rights reserved.

  7. 30 : 2: A Game Designed to Promote the Cardiopulmonary Resuscitation Protocol

    National Research Council Canada - National Science Library

    Boada, Imma; Rodriguez-Benitez, Antonio; Garcia-Gonzalez, Juan Manuel; Thió-Henestrosa, Santiago; Sbert, Mateu

    2016-01-01

    ... to promote learning and develop cognitive skills [1]. This approach combines serious learning with interactive entertainment providing many benefits in terms of learning and motivation [2-5]. Accord...

  8. Interactive Governance

    DEFF Research Database (Denmark)

    Bang, Henrik

    2016-01-01

    Governance analysis has exploded in recent years, and it has become nearly impossible to tell what difference the concept and practice of governance makes from those of government and state. In addition governance analysis has been placed more and more in the shadow of the new institutionalisms and...... and growth. However, interactive governance is not a property or effect of institutions; nor does it apply solely to those individuals who seek success above everything else. It is connective more than individualistic or collectivistic in nature; and it manifests a governability capacity which...

  9. Interactive Workspaces

    DEFF Research Database (Denmark)

    Mogensen, Preben Holst

    Many application domains such as architecture, engineering, industrial design, city planning, environmental supervision, health care etc. share the properties of users working collaboratively with complex mixtures of physical and digital materials. Studies in such domains show that it is hard...... augmented reality, interactive building elements, and mobile devices to support new ways of working in a diversity of application domains with work situations ranging from individual work, through local collaboration, to distributed collaboration. The work situations may take place in offices/project rooms...

  10. Mapping Letters through Interaction Design

    NARCIS (Netherlands)

    Iturrioz, T.; Cano, J.; Wachowicz, M.

    2009-01-01

    Many kinds of text documents (e.g. newspapers, reports and letters) provide a potential source of geo-referenced information that is often underutilized. In interaction design, the use of dynamic icons and animation plays an important role in creating a sense of interactivity and feedback with

  11. Child-Computer Interaction SIG

    DEFF Research Database (Denmark)

    Hourcade, Juan Pablo; Revelle, Glenda; Zeising, Anja

    2016-01-01

    This SIG will provide child-computer interaction researchers and practitioners an opportunity to discuss four topics that represent new challenges and opportunities for the community. The four areas are: interactive technologies for children under the age of five, technology for inclusion, privacy...

  12. Assessing Preference for Social Interactions

    Science.gov (United States)

    Clay, Casey J.; Samaha, Andrew L.; Bloom, Sarah E.; Bogoev, Bistra K.; Boyle, Megan A.

    2013-01-01

    We examined a procedure to assess preference for social interactions in individuals with intellectual and developmental disabilities. Preferences were identified in five individuals using a paired-choice procedure in which participants approached therapists who provided different forms of social interactions. A subsequent tracking test showed that…

  13. Interactive Graphic Journalism

    Directory of Open Access Journals (Sweden)

    Laura Schlichting

    2016-12-01

    Full Text Available This paper examines graphic journalism (GJ in a transmedial context, and argues that transmedial graphic journalism (TMGJ is an important and fruitful new form of visual storytelling, that will re-invigorate the field of journalism, as it steadily tests out and plays with new media, ultimately leading to new challenges in both the production and reception process. With TMGJ, linear narratives may be broken up and ethical issues concerning the emotional and entertainment value are raised when it comes to ‘playing the news’. The aesthetic characteristics of TMGJ will be described and interactivity’s influence on non-fiction storytelling will be explored in an analysis of The Nisoor Square Shooting (2011 and Ferguson Firsthand (2015.

  14. Dike/Drift Interactions

    Energy Technology Data Exchange (ETDEWEB)

    E. Gaffiney

    2004-11-23

    This report presents and documents the model components and analyses that represent potential processes associated with propagation of a magma-filled crack (dike) migrating upward toward the surface, intersection of the dike with repository drifts, flow of magma in the drifts, and post-magma emplacement effects on repository performance. The processes that describe upward migration of a dike and magma flow down the drift are referred to as the dike intrusion submodel. The post-magma emplacement processes are referred to as the post-intrusion submodel. Collectively, these submodels are referred to as a conceptual model for dike/drift interaction. The model components and analyses of the dike/drift interaction conceptual model provide the technical basis for assessing the potential impacts of an igneous intrusion on repository performance, including those features, events, and processes (FEPs) related to dike/drift interaction (Section 6.1).

  15. INTEGRATED INFORMATION SYSTEM ARCHITECTURE PROVIDING BEHAVIORAL FEATURE

    Directory of Open Access Journals (Sweden)

    Vladimir N. Shvedenko

    2016-11-01

    Full Text Available The paper deals with creation of integrated information system architecture capable of supporting management decisions using behavioral features. The paper considers the architecture of information decision support system for production system management. The behavioral feature is given to an information system, and it ensures extraction, processing of information, management decision-making with both automated and automatic modes of decision-making subsystem being permitted. Practical implementation of information system with behavior is based on service-oriented architecture: there is a set of independent services in the information system that provides data of its subsystems or data processing by separate application under the chosen variant of the problematic situation settlement. For creation of integrated information system with behavior we propose architecture including the following subsystems: data bus, subsystem for interaction with the integrated applications based on metadata, business process management subsystem, subsystem for the current state analysis of the enterprise and management decision-making, behavior training subsystem. For each problematic situation a separate logical layer service is created in Unified Service Bus handling problematic situations. This architecture reduces system information complexity due to the fact that with a constant amount of system elements the number of links decreases, since each layer provides communication center of responsibility for the resource with the services of corresponding applications. If a similar problematic situation occurs, its resolution is automatically removed from problem situation metamodel repository and business process metamodel of its settlement. In the business process performance commands are generated to the corresponding centers of responsibility to settle a problematic situation.

  16. Developer's handbook of interactive multimedia

    CERN Document Server

    Phillips, Robin

    2014-01-01

    New technology is being used more and more in education and providers have to be aware of what is on offer and how it can be used. This practical handbook demonstrates how interactive multimedia can be developed for educational application.

  17. Interactions between photodegradation components

    Directory of Open Access Journals (Sweden)

    Abdollahi Yadollah

    2012-09-01

    Full Text Available Abstract Background The interactions of p-cresol photocatalytic degradation components were studied by response surface methodology. The study was designed by central composite design using the irradiation time, pH, the amount of photocatalyst and the p-cresol concentration as variables. The design was performed to obtain photodegradation % as actual responses. The actual responses were fitted with linear, two factor interactions, cubic and quadratic model to select an appropriate model. The selected model was validated by analysis of variance which provided evidences such as high F-value (845.09, very low P-value (2 = 0.999, adjusted R-squared (Radj2 = 0.998, predicted R-squared (Rpred2 = 0.994 and the adequate precision (95.94. Results From the validated model demonstrated that the component had interaction with irradiation time under 180 min of the time while the interaction with pH was above pH 9. Moreover, photocatalyst and p-cresol had interaction at minimal amount of photocatalyst (p-cresol. Conclusion These variables are interdependent and should be simultaneously considered during the photodegradation process, which is one of the advantages of the response surface methodology over the traditional laboratory method.

  18. Strongly interacting Fermi gases

    Directory of Open Access Journals (Sweden)

    Bakr W.

    2013-08-01

    Full Text Available Strongly interacting gases of ultracold fermions have become an amazingly rich test-bed for many-body theories of fermionic matter. Here we present our recent experiments on these systems. Firstly, we discuss high-precision measurements on the thermodynamics of a strongly interacting Fermi gas across the superfluid transition. The onset of superfluidity is directly observed in the compressibility, the chemical potential, the entropy, and the heat capacity. Our measurements provide benchmarks for current many-body theories on strongly interacting fermions. Secondly, we have studied the evolution of fermion pairing from three to two dimensions in these gases, relating to the physics of layered superconductors. In the presence of p-wave interactions, Fermi gases are predicted to display toplogical superfluidity carrying Majorana edge states. Two possible avenues in this direction are discussed, our creation and direct observation of spin-orbit coupling in Fermi gases and the creation of fermionic molecules of 23Na 40K that will feature strong dipolar interactions in their absolute ground state.

  19. Conflict interaction management as a cultural phenomenon

    Directory of Open Access Journals (Sweden)

    Е L Ryabova

    2009-12-01

    Full Text Available The article provides the definition for the concept of conflict interaction culture, reveals its functions as well as the structure of its elements and components. Conflict interactions are also examined in the paper.

  20. Contemplative interaction: alternating between immersion and reflection

    DEFF Research Database (Denmark)

    Hansen, Lone Koefoed

    2005-01-01

    the user alternate between reflection and immersion. By analysing two interactive artefacts, an artwork and a design proposal, this paper investigates how contemplation appears in and can be transferred to interactive artefacts aimed at providing seductive, fun and interesting experiences....