265 research outputs found
Fishtail effect and vortex dynamics in LiFeAs single crystals
We investigate the fishtail effect, critical current density () and
vortex dynamics in LiFeAs single crystals. The sample exhibits a second peak
(SP) in the magnetization loop only with the field c-axis. We calculate a
reasonably high , however, values are lower than in 'Ba-122' and
'1111'-type FeAs-compounds. Magnetic relaxation data imply a strong pinning
which appears not to be due to conventional defects. Instead, its behavior is
similar to that of the triplet superconductor SrRuO. Our data suggest
that the origin of the SP may be related to a vortex lattice phase transition.
We have constructed the vortex phase diagram for LiFeAs on the
field-temperature plane.Comment: 5 pages, 5 figure
Full-body motion-based game interaction for older adults
Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life. Copyright 2012 ACM
How Multidisciplinary is Gamification Research? : Results from a Scoping Review
Gamification has been repeatedly framed as an emerging multidisciplinary research field. However, it is unclear how multidisciplinary the field actually is. To answer this question, this paper presents initial results of a broader scoping review of gamification research published between 2010 and 2016. Close to 2,000 peer-reviewed English-language journal and conference papers were identified across 11 databases and categorized by discipline. Results indicate an explosive growth of literature peaking in 2015. Early on, Information and Computing Science dominated the field, to be overtaken by the sum of other disciplines in 2013, education, economics and tourism in specific. This indicates that gamification was initially a field within computer science and HCI and has only recently become truly multi-disciplinary
Leveraging icebreaking tasks to facilitate uptake of voice communication in multiplayer games
Voice Communication (VC) is widely employed by developers as an essential component of online games. Typically, it is assumed that communications through this mechanism will be helpful and enjoyable, but existing literature suggests that the entry into VC can be problematic. In this paper, we present a study that attempts to mitigate player discomfort when first engaging with VC with strangers, through the use of traditional icebreaking tasks. We integrate these into the game RET, an online cooperative first person shooter which requires effective communication for players to succeed. An online user study with 18 participants suggests that icebreaking tasks can contribute to a positive VC experience, but their inclusion also creates further issues to be considered for successful integration
Telepresence and the Role of the Senses
The telepresence experience can be evoked in a number of ways. A well-known example is a player of videogames who reports about a telepresence experience, a subjective experience of being in one place or environment, even when physically situated in another place. In this paper we set the phenomenon of telepresence into a theoretical framework. As people react subjectively to stimuli from telepresence, empirical studies can give more evidence about the phenomenon. Thus, our contribution is to bridge the theoretical with the empirical. We discuss theories of perception with an emphasis on Heidegger, Merleau-Ponty and Gibson, the role of the senses and the Spinozian belief procedure. The aim is to contribute to our understanding of this phenomenon. A telepresence-study that included the affordance concept is used to empirically study how players report sense-reactions to virtual sightseeing in two cities. We investigate and explore the interplay of the philosophical and the empirical. The findings indicate that it is not only the visual sense that plays a role in this experience, but all senses
Phases of fossil fuel decline: Diagnostic framework for policy sequencing and feasible transition pathways in resource dependent regions
Phasing out fossil fuels requires destabilizing incumbent regimes while protecting vulnerable groups negatively affected by fossil fuel decline. We argue that sequencing destabilization and just transition policies addresses three policy problems: phasing out fossil fuels, transforming affected industries, and ensuring socio-economic recovery in fossil resource-dependent regions. We identify the key mechanisms shaping the evolution of the three systems associated with these policy problems: (i) transformations of technological systems addressed by the socio-technical transitions literature, (ii) responses of firms and industries addressed by the management and business literature and (iii) regional strategies for socio-economic recovery addressed by the regional geography and economics literatures. We then draw on Elinor Ostrom’s approach to synthesize these different bodies of knowledge into a diagnostic tool that enables scholars to identify the phase of decline for each system, within which the nature and importance of different risks to sustained fossil fuel decline varies. The main risk in the first phase is lock-in or persistence of status quo. In the second phase, the main risk is backlash from affected companies and workers. In the third phase, the main risk is regional despondence. We illustrate our diagnostic tool with three empirical cases of phases of coal decline: South Africa (Phase 1), the USA (Phase 2) and the Netherlands (Phase 3). Our review contributes to developing effective policy sequencing for phasing out fossil fuels
The ubiquitous soil verrucomicrobial clade ‘Candidatus Udaeobacter’ shows preferences for acidic pH
Green jobs and just transition: Employment implications of Europe's Net Zero pathway
The European Green Deal promises a “just and inclusive transition” to net-zero emissions by 2050, but employment implications remain poorly quantified. We address how Europe's net-zero transition affects energy sector employment and whether current policies ensure a just transition for affected workers. While the net-zero transition creates substantial net employment gains, we argue that significant mismatches in skills, geography, and timing require more targeted policy interventions than currently provided. Using the WITCH integrated assessment model coupled with global employment factors, we estimate changes across five job categories and eleven energy technologies for EU member states under current policies and the Net Zero emission target by 2050. Results show Europe's energy jobs increase substantially by 2050: from 1.3 million today to over 2 million under current policies and 2.5–3 million under Net Zero. Renewable energy accounts for 80 % of total energy jobs by 2050 under Net Zero, with solar PV representing three-quarters of job growth due to high labor intensity, while wind contributes 15 %. However, 300,000 jobs are lost in the coal and oil sectors under Net Zero (versus 100,000 under current policies), concentrated in Poland, Germany, and the Czech Republic. We also analyze the EU Just Transition Fund allocations to assess policy alignment and find a policy emphasis on addressing fossil fuel phase-out impacts rather than facilitating workforce transition to renewable energy. While coal-dependent countries receive substantial funding, critical gaps exist in skills development programs necessary for renewable energy expansion
miniPXI:Development and Validation of an Eleven-Item Measure of the Player Experience Inventory
Questionnaires are vital in games user research (GUR) to assess player experience (PX). However, having too many questions in surveys prevents wider uptake among GUR professionals because of games' rapid production cycles. To address this issue, we present the miniPXI - -an eleven-item measure of the popular Player Experience Inventory (PXI) - -providing single items for each of its eleven constructs. To develop the scale and examine its reliability and validity, we present three studies, conducted with 15 experts and 628 digital game players across continents. In the first survey study (n=366, 15 experts), single items were selected. In a second survey study (n=232), we explored reliability and validity of the single-item scale. Participants completed both full and single-item (SI) variants in three days. In the last study (n=30), we established the validity and sensitivity via an experimental evaluation of two games. The results are nuanced; SI reliability estimates for PXI constructs range from .51 to .83 with an average of .68, we could confirm the validity for nine constructs. We conclude that the miniPXI can be a valuable tool for PX evaluations where a longer measure is not feasible, and provide practical considerations for its use.</p
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