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Pages
- Title
- The Missing Link: A Methodology for Analyzing Design through Behaviour in Games
- Contributor(s)
- Becker, Katrin (Author)
- Date issued
- 2007
- Description
- Presentation given at The Montreal International Game Summit, Serious Games Canada Symposium, November 27-28, 2007.
- Appears in collection(s)
- Science and Technology
- Title
- A lesson for the future: will you let me violate your privacy to save your life?
- Contributor(s)
- Khosro Salmani (Author); Brian Atuh (Author); Library OA Fund (Funder)
- Date issued
- 2023; 2023
- Description
- COVID-19 was an unprecedented pandemic that changed the lives of everyone. To handle the virus’s rapid spread, governments and big tech companies, such as Google and Apple, implemented Contact Tracing Applications (CTAs). However, the response by the public was different in each country. While some countries mandated downloading the application for their citizens, others made it optional, revealing contrasting patterns to the spread of COVID-19. In this study, in addition to investigating the privacy and security of the Canadian CTA, COVID Alert, we aim to disclose the public’s perception of these varying patterns. Additionally, if known of the results of other nations, would Canadians...
- Appears in collection(s)
- Science and Technology
- Title
- An agriprecision decision support system for weed management in pastures
- Contributor(s)
- Hossein Chegini (Author); Ranesh Naha (Author); Aniket Mahanti (Author); Mingwei Gong (Author); Kalpdrum Passi (Author); Library OA Fund (Funder)
- Date issued
- 2023; 2023
- Description
- Pastures are a vital source of dairy products and cattle nutrition, and as such, play a significant role in New Zealand’s agricultural economy. However, weeds can be a major problem for pastures, making it a challenge for dairy farmers to monitor and control them. Currently, most of the tasks for weed management are done manually, and farmers lack persistent technology for weed control. This motivated us to design, implement, and evaluate a Decision Support System (DSS) to detect weeds in pastures and provide decisions for the cleanup of weeds. Our proposed system uses two primary inputs: weeds and bare patches. We created a synthetic dataset to train a weed detection model and designed a...
- Appears in collection(s)
- Science and Technology
- Title
- Self-talk: research challenges and opportunities
- Contributor(s)
- Library OA Fund (Funder); Thomas Brinthaupt (Author); Alain Morin (Author)
- Date issued
- 2023; 2023
- Description
- In this review, we discuss major measurement and methodological challenges to studying self-talk. We review the assessment of self-talk frequency, studying self-talk in its natural context, personal pronoun usage within self-talk, experiential sampling methods, and the experimental manipulation of self-talk. We highlight new possible research opportunities and discuss recent advances such as brain imaging studies of self-talk, the use of self-talk by robots, and measurement of self-talk in aphasic patients.
- Appears in collection(s)
- Science and Technology
- Title
- The role of vitamin D in neuroprotection in multiple sclerosis: an update
- Contributor(s)
- Amarpreet Sangha (Author); Michaela Quon (Author); Gerald Pfeffer (Author); Sarah-Michelle Orton (Author); Library OA Fund (Funder)
- Date issued
- 2023; 2023
- Description
- Multiple sclerosis (MS) is a complex neurological condition that involves both inflammatory demyelinating and neurodegenerative components. MS research and treatments have traditionally focused on immunomodulation, with less investigation of neuroprotection, and this holds true for the role of vitamin D in MS. Researchers have already established that vitamin D plays an anti-inflammatory role in modulating the immune system in MS. More recently, researchers have begun investigating the potential neuroprotective role of vitamin D in MS. The active form of vitamin D, 1,25(OH)2D3, has a range of neuroprotective properties, which may be important in remyelination and/or the prevention of...
- Appears in collection(s)
- Science and Technology
- Title
- A systematic review of applications of machine learning and other soft computing techniques for the diagnosis of tropical diseases
- Contributor(s)
- Kingsley Attai (Author); Yasaman Amannejad (Author); Maryam Vahdat Pour (Author); Okure Obot (Author); Faith-Michael Uzoka (Author); Library OA fund (Funder)
- Date issued
- 2022; 2022
- Description
- This systematic literature aims to identify soft computing techniques currently utilized in diagnosing tropical febrile diseases and explore the data characteristics and features used for diagnoses, algorithm accuracy, and the limitations of current studies. The goal of this study is therefore centralized around determining the extent to which soft computing techniques have positively impacted the quality of physician care and their effectiveness in tropical disease diagnosis. The study has used PRISMA guidelines to identify paper selection and inclusion/exclusion criteria. It was determined that the highest frequency of articles utilized ensemble techniques for classification, prediction...
- Appears in collection(s)
- Science and Technology
- Title
- A Reading-Writing Assignment Based on Popular Literature To Enhance Learning about Microbiology
- Contributor(s)
- O'Connor Tracy (Author)
- Date issued
- 2019
- Description
- In order to stimulate engagement in microbiology, a reading-writing assignment based on a narrative popular science book was created for a one-semester introductory microbiology course. In order to encourage critical thinking, students were required to formulate a question related to the book to research and report on. Active learning was supported by guidance and feedback at each stage of the assignment. The assignment components were graded according to a rubric based on the learning outcomes: reading comprehension, question formulation, literature research, synthesis, and written communication. Median scores for the assignment components indicated that students successfully...
- Appears in collection(s)
- Science and Technology
- Title
- Game Communities for Learning : Presentation
- Contributor(s)
- Becker Katrin (Author)
- Date issued
- 2005
- Description
- 1. Explain Online Games. 2. Explain why they should not be ignored. 3. Look at some related communities. 4. Look at what happens in and around games.
- Appears in collection(s)
- Science and Technology
- Title
- All I ever needed to know about programming, I learned from re-writing classic arcade games : Future Play
- Contributor(s)
- Becker Katrin (Author); Parker J. R. (Author)
- Date issued
- 2005
- Description
- The quest for interesting, engaging, yet doable programming assignments is an ongoing one. Authentic, realistic examples have often been drawn from business, and games have often been overlooked as being too narrow in scope. This paper explains why computer games, especially classic arcade games are ideal vehicles for learning to program.
- Appears in collection(s)
- Science and Technology
- Title
- Are you game? : the future of learning with technology
- Contributor(s)
- Becker Katrin (Author)
- Date issued
- 2005
- Description
- Have you ever watched a child or teenager playing a videogame they really liked? Do you wonder what it is about this game that has them so completely engrossed? Part of the answer is that games are motivating, rewarding, engaging, and challenging, all at the same time. The kids will probably just tell you they’re fun. But when you think about it, fun and engagement are synonymous, and engagement is something we all want for our learners. Games also show us that challenge sells – when was the last time you heard that a game was popular because it was easy? Does a game loose its appeal once it has been won? Rarely. The game looses its appeal when players have learned all they can from it....
- Appears in collection(s)
- Science and Technology
- Title
- Assignments that Meet the Needs of Exceptional Students without Disadvantaging the Average
- Contributor(s)
- Becker Katrin (Author)
- Date issued
- 2003
- Description
- Students in first year often begin with dramatically different backgrounds and abilities. In an effort to address the needs of all, varying levels of completion (stages) can be described in the assignment specifications.
- Appears in collection(s)
- Science and Technology
- Title
- Asynchronous polygyny in the house wren (troglodytes aedon)
- Contributor(s)
- Quinn Michael S. (Author); Holroyd Geoffrey L. (Author)
- Date issued
- 1992
- Description
- The mating status of house wrens was defined by social behavior and not strictly sexual relations. The incidence of polygyny was estimated by comparing the number of polygynous matings to the total number of nest attempts.
- Appears in collection(s)
- Science and Technology
- Title
- Governance challenges for wildland preservation in Canada and Mexico
- Contributor(s)
- Mendoza-Duran A. (Author); Quinn Michael S. (Author)
- Date issued
- 2010
- Description
- The proposed Castle Wilderness (Canada) and the Monarch Butterfly Biosphere Reserve (Mexico) are used to demonstrate the application of a pluridimensional spectrum of governance framework to evaluate the influence of governance on the establishment and management of pro-tected areas. The objectives are to understand (a) the relevant similarities and differences between the two countries, (b) the interactions across governance dimensions, and (c) the factors that influ-ence conservation outcomes. The analysis shows that in both cases protected area governance is affected negatively by weak environmental and economic governance. Public support, funding, and improvements in protected area...
- Appears in collection(s)
- Science and Technology
- Title
- Both 50 and 30 Hz continuous theta burst transcranial magnetic stimulation depresses the cerebellum
- Contributor(s)
- Strzalkowski Nicholas (Author); Chau Aaron D. (Author); Gan Liu Shi (Author); Kiss Zelma H. T. (Author)
- Date issued
- 2018
- Description
- The cerebellum is implicated in the pathophysiology of numerous movement disorders, which makes it an attractive target for noninvasive neurostimulation. Continuous theta burst stimulation (cTBS) can induce long lasting plastic changes in human brain; however, the efficacy of different simulation protocols has not been investigated at the cerebellum. Here, we compare a traditional 50-Hz and a modified 30-Hz cTBS protocols at modulating cerebellar activity in healthy subjects. Seventeen healthy adults participated in two testing sessions where they received either 50-Hz (cTBS50) or 30-Hz (cTBS30) cerebellar cTBS. Cerebellar brain inhibition (CBI), a measure of cerebello-thalamocortical...
- Appears in collection(s)
- Science and Technology
- Title
- Games for encapsulation and promotion of Native Cultures, or, Technical aspects of a system for teaching Aboriginal Languages using a Game Boy
- Contributor(s)
- Parker J. R. (Author); Becker Katrin (Author)
- Date issued
- 2006
- Description
- Games are thought of as a waster of vast amounts of time for students. Homework does not always get done. Why not make the game the homework?
- Appears in collection(s)
- Science and Technology
- Title
- A tool for teaching advanced data structures to computer science students : an overview of the BDP system
- Contributor(s)
- Becker Katrin (Author); Beacham Melissa (Author)
- Date issued
- 2000
- Description
- In order to design and write effective, robust code using advanced data structures, it is crucial to achieve a thorough understanding of the algorithms used to manipulate these structures. One means of accomplishing the task is to provide students with a graphical, animated system that allows users to observe changes that the structure undergoes while it is being used. One such system has been developed which demonstrates B-Trees. Some preliminary testing is complete and some initial reactions of the students who have tried the system are outlined.
- Appears in collection(s)
- Science and Technology
- Title
- Using the Web to support a traditional lecture-based course
- Contributor(s)
- Becker Katrin (Author)
- Date issued
- 2000
- Description
- Most courses taught in Computer Science still use the traditional lecture plus lab format, usually with one or more required texts as reference. While many instructors now also use the web to augment this, many if not most use it simply as a convenient place to put materials they would normally hand out on paper in class. Some keep all their lecture notes and slides on their laptops or on the web and then display them during class as the basis for their lectures. Students do find it useful to have access to lecture notes and many appreciate being able to print out lecture notes before a class so they can follow along during lectures. Since access to computers and skill in their use is...
- Appears in collection(s)
- Science and Technology
- Title
- Teaching with games: the Minesweeper and Asteroids experience.
- Contributor(s)
- Becker Katrin (Author)
- Date issued
- 2001
- Description
- The value of games as a vehicle for teaching concepts while inspiring students is now well accepted at almost all levels of education. Video games, arcade and computer games are rarely given the same kind of attention. This paper will describe the value of computer games as a motivator and some of the benefits that can be realized by using known computer games as programming applications, even in the first year of a CS program. The use of two such games as assignments in CS1 and CS2 is outlined and some feedback on the experience is offered.
- Appears in collection(s)
- Science and Technology
- Title
- The Impact of Game Development in the Undergraduate Curriculum
- Contributor(s)
- Parker J. R. (Author); Becker Katrin (Author); Loose K. D. (Author)
- Date issued
- 2007
- Description
- In the past 3-4 years there has been a significant interest in computer games in University and college curricula, as a way to teach early computer science, to attract more students into the program, and to teach advanced concepts and lend vocational weight to a curriculum. In this article we discuss many ways that games can contribute to an undergraduate CS program, and illustrates specific ways that the use of games has influenced the students, the faculty, and the institution. Our claims are supported by numbers based on actual observation and study. We also show how the inclusion of games can add to research aspects and the reputation of a computer science department.
- Appears in collection(s)
- Science and Technology
- Title
- Serious Games + Computer Science = Serious CS
- Contributor(s)
- Becker Katrin (Author); Parker J. R. (Author)
- Date issued
- 2007
- Description
- There has been significant recent interest in computer games in University and College curricula as a way to teach early computer science, to attract more students into the program, to teach advanced concepts, and to help lend vocational weight to a curriculum. In this article we discuss several ways that games can contribute to an undergraduate CS program, and illustrate specific ways that the use of games has influenced learning, the students, the faculty, and the institution where these courses have been implemented.
- Appears in collection(s)
- Science and Technology