Search results for "Interaction"

showing 10 items of 5710 documents

Theoretical estimates of supernova-neutrino cross sections for the stable even-even lead isotopes: Charged-current reactions

2016

A detailed study of the charged-current supernova electron neutrino and electron antineutrino scattering off the stable even-mass lead isotopes A = 204, 206, and 208 is reported in this work. The proton-neutron quasiparticle random-phase approximation (pnQRPA) is adopted to construct the nuclear final and initial states. Three different Skyrme interactions are tested for their isospin and spin-isospin properties and then applied to produce (anti)neutrino-nucleus scattering cross sections for (anti)neutrino energies below 80 MeV. Realistic estimates of the nuclear responses to supernova (anti)neutrinos are computed by folding the computed cross sections with a two-parameter Fermi-Dirac distr…

lead isotopesAstrophysics::High Energy Astrophysical PhenomenaHigh Energy Physics::PhenomenologyNuclear TheoryscatteringHigh Energy Physics::Experimentneutrino-nucleus interactionselectron neutrinoNuclear Experimentelectron antineutrinosupernova neutrinos
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Identity and relationship frames in medical leadership communication

2021

PurposeA frame is an interpretive scheme of meanings that guide participants’ interpretations of social interaction and their actions in social situations (Goffman, 1974). By identifying early-career physicians’ identity and relationship frames, this study aims to produce information about socially constructed ways to interpret leadership communication in a medical context.Design/methodology/approachThe data consist of essays written by young physicians (n= 225) during their specialization training and workplace learning period. The analysis was conducted applying constructive grounded theory.FindingsThree identity and relationship frames were identified: the expertise frame, the collegial …

leadershipframeleadership communicationIdentity (social science)Constructivehenkilöstöjohtaminenhuman resource managementPhysiciansterveysalaHumansFrame (artificial intelligence)identiteettilääkäritWorkplacesisäinen viestintäidentityjohtajuusviestintäleader-follower relationshipphysiciancommunicationCommunicationesimies-alaissuhdemedical leadershipleader-follower interactionSocial constructionismSocial relationLeadershipLeadership studiesHuman resource managementPsychologySocial psychologyPeriod (music)Leadership in Health Services
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METHODOLOGY DEVELOPMENT IN ADULT LEARNING RESEARCH. COMBINING PHYSIOLOGICAL REACTIONS AND LEARNING EXPERIENCES IN SIMULATION-BASED LEARNING ENVIRONME…

2020

We aim to clarify whether physiological measurement technologies can be used in combination with traditional educational research methods to investigate learning experience. We developed an interdisciplinary research design for multilevel investigation of adult learning experience. We collected data in aviation simulations and forestry simulations, to show both similarities and differences between different learning situations. Both settings utilize high quality virtual simulations allowing learning to occur in near authentic situations. The learning situations were structured pedagogically in a similar way. They involve learner-instructor interaction in a one-on-one setting and follow a tr…

learning experienceaikuiskoulutussykeoppimisympäristöSimulation based learningoppiminenoppimiskokemuksetComputer sciencemittausheart rate variabilityemotionneurofysiologiaadult learningtunteetHuman–computer interactionphysiological measurementsimulaatioharjoittelusimulointieegAdult Learningfysiologiset vaikutuksetEDULEARN Proceedings
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Towards the Learning Experience Technology Usability framework

2017

The availability of learning technology has increased over past decades; however, severe usability issues that cause adverse effects on the learning experience can be found in many available technologies. Learning solution usability is commonly evaluated by focusing on either technical or pedagogical usability and rarely both. This artificially separates the two important aspects of learning technology usability. This chapter provides a new framework for designing and evaluating learning solutions that synthesizes the above usability types to consider them a part of a complex and dynamic whole comprising of learning, technological design, content-related issues and context. The proposed Lea…

learning experiencelearning technologyPluralistic walkthroughCognitive walkthroughoppiminenkoulutusteknologiakäytettävyysbusiness.industryexpert evaluationtechnology usabilitydesignUsabilityLearning Experience Technology UsabilityUsability labLearning experiencelearning solutionexperienceHuman–computer interactionsaavutettavuusHeuristic evaluationUsability engineeringPsychologybusinessWeb usability
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Novel and experimental music technology use in the music classroom : learning performance, experience, and concentrated behavior

2021

In recent years, music technology in the classroom has relied on general devices such as the iPad. In the current study, we used a mixed-methods approach to examine the learning performance, learning experience, and behavior of two class groups of primary school music students (N = 42), using established music technology (i.e., the iPad with the Keyboard Touch Instrument app) and novel music technology (KAiKU Music Glove). Results show a significant difference of change in test scores during learning (p = <.01) and a medium effect-size is found (d = .75), indicating use of the iPad and Keyboard Touch Instrument app contributed to increased learning when compared to the KAiKU Music Glove.…

learning experiencelearningmusiikkikasvatusmusiikkiteknologiaSocial PsychologyoppiminenInformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)oppimiskokemuksetCommunicationMusic technologyMusic educationHuman-Computer InteractionLearning experienceMathematics educationmusic educationmusic technologyPsychology
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Search for pair production of first or second generation leptoquarks in proton-proton collisions at sqrt(s)=7 TeV using the ATLAS detector at the LHC

2011

This paper describes searches for the pair production of first or second generation scalar leptoquarks using 35  pb−1 of proton-proton collision data recorded by the ATLAS detector at √s=7  TeV. Leptoquarks are searched in events with two oppositely-charged muons or electrons and at least two jets, and in events with one muon or electron, missing transverse momentum and at least two jets. After event selection, the observed yields are consistent with the predicted backgrounds. Leptoquark production is excluded at the 95% CL for masses MLQ<376 (319) GeV and MLQ<422 (362) GeV for first and second generation scalar leptoquarks, respectively, when assuming the branching fraction of a leptoquark…

leptoquark: scalar ; leptoquark: branching ratio ; leptoquark: pair production ; transverse momentum: missing-energy ; ATLAS ; CERN LHC Coll ; p p: interaction ; leptoquark: search for ; final state: ((n)jet dilepton) ; final state: ((n)jet lepton) ; background ; leptoquark: mass: lower limit ; channel cross section: upper limit ; experimental results ; 7000 GeV-cmsHeraSu(15) Grand UnificationScience & Technology:Ciências Físicas [Ciências Naturais]Settore FIS/01 - Fisica SperimentaleHigh Energy Physics::PhenomenologyQuarksFísicaddc:500.2Breaking530pair production; leptoquarks;High Energy Physics - ExperimentSettore FIS/04 - Fisica Nucleare e SubnucleareConstraintsddc:530High Energy Physics::ExperimentFísica nuclearBosonsParticle Physics - ExperimentDetectors de radiacióModel
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The GraphoGame Method: The Theoretical and Methodological Background of the Technology-Enhanced Learning Environment for Learning to Read

2014

This paper provides an overview of the GraphoGame method. Both theoretical and methodological aspects related to the method are presented. The method’s guiding principles are based on the prevailing theories and experimental research findings on learning and teaching basic reading skills in alphabetic languages, especially from the point of view of a struggling reader. Because the nature of the target language and its relation to its writing system play central roles in the GraphoGame method, this approach requires the method to be flexible in order to be valid for learners of different languages and orthographies. Thus, the aim of the developed technology is to provide an appropriate readi…

letter knowledgeSocial PsychologyGuiding PrinciplesComputer sciencemedia_common.quotation_subjectreading skillGraphoGameReading (process)Mathematics educationLearning to readtechnology-enhanced reading supportmedia_commonorthographylcsh:T58.5-58.64lcsh:Information technologybusiness.industryCommunicationLearning environmentUsabilityPhonologyoikeinkirjoitusLinguisticsHuman-Computer Interactionphonologyeducational gameWriting systembusinessfonologiaOrthographyHuman Technology: An Interdisciplinary Journal on Humans in ICT Environments
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Embedding Preschool Assessment Methods into Digital Learning Games to Predict Early Reading Skills

2017

The aim of this pilot study was to explore the predictive accuracy of computer-based assessment tasks (embedded within the GraphoLearn digital learning game platform) in identifying slow and normal readers. The results were compared to those obtained from the traditional paper-and-pencil tasks currently used to assess school readiness in Finland. The data were derived from a cohort of preschool-age children (mean age 6.7 years, N = 57) from a town in central Finland. A year later, at the end of first grade, participants were categorized as either slow (n = 11) or normal readers (n = 46) based on their reading scores. Logistic regression analyses indicated that computer tasks were as efficie…

letter knowledgelukijatSocial PsychologyComputer sciencepreschool0504 sociologyMathematics educationtietokoneavusteinen oppiminenDigital learningta515lcsh:T58.5-58.64lcsh:Information technologyCommunicationearly reading skills05 social sciences050401 social sciences methods050301 educationpredictionEarly readingoppimispelitHuman-Computer Interactionesikouluslow readersAssessment methodslukutaitoEmbeddingcomputer-based assessment0503 education
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Is School a Better Environment Than Home for Digital Game-Based Learning? The Case of GraphoGame

2015

This study investigated how the use of an online reading game differs in home and school environments. First and second graders (N = 194) participated in an 8-week training during which they used the reading program GraphoGame either at home or at school under the supervision of parents or teachers. Child participants were recommended by parents and teachers recruited from the list of GraphoGame users, and adults decided whether the training took place at home or at school. We measured the frequency and duration of playing, children’s engagement, development of reading skill and reading interest, and adult supportive involvement. The results revealed that children who played GraphoGame at s…

letter knowledgeoppimisympäristöparental involvementSocial Psychologymedia_common.quotation_subjecteducationreading skillGame based learningComputer-Assisted InstructionGraphoGameDevelopmental psychologymotivationReading (process)learning environmentPedagogyta516technology-enhanced reading supportSchool based interventionta515Educational gamemedia_commonorthographydigital game-based learninglcsh:T58.5-58.64lcsh:Information technologyCommunicationPhonologyHuman-Computer Interactioneducational gamephonologySchool environmentPsychologyengagementHuman Technology: An Interdisciplinary Journal on Humans in ICT Environments
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Elucidating the ligand shell structure and dynamics of Au683MBA32 gold nanocluster using molecular dynamics simulations

2017

Synthesising novel gold nanoparticles and -clusters can be often easier than characterising them, and after experimental analysis many options for the possible molecular formula of the cluster may remain as equally valid options. These options may be investigated by quantum computational means, such as density functional theory, but since DFT includes the electronic interactions, this might take time and excessive effort if the amount of options is large. In this thesis a new way of easing the computational task is introduced by a novel method, that combines a guessing algorithm and molecular dynamics simulations. The algorithm produces possible structures by utilising existing structures o…

ligand layerkultananopartikkelivuorovaikutusgold nanoclusterkultananoklusterinanohiukkasetpintarakenteetmolekyylidynamiikkainteractionssurface structuregold nanoparticlemolecular dynamicskulta
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