bluuebunny/crossref_metadata_2025 huggingface dataset:
Virtual World Affordances: Enhancing Brand Value
Authors: Park So Ra , Nah Fiona Fui-Hoon , DeWester David , Eschenbrenner Brenda , Jeon Sunran
Published: August 2018

Virtual worlds are three-dimensional, computer-generated worlds that are a natural extension of the existing Internet. Although many businesses are jumping on the bandwagon to maintain a presence in virtual worlds, there is no well-established knowledge or theory to guide businesses in their involvement in these environments. In this paper, we identify affordances in the virtual worlds that can be used to increase the state of flow experienced in a business virtual site, which in turn may enhance brand equity, or the perceived added value of a brand to customers. We present a conceptual model that can be used to guide future research and industry practice on business implications of the virtual worlds.
Second Life and Hyperreality
Authors: Maffesoli Michel
Published: August 2018

This is a brief essay, we call "think-pieces", designed to stimulate a discussion on a particular topic. For this series of essays we propose the following question:

"Consumer behavior in virtual worlds, is it really any different to the real world, or is it simply a case of 'old wine in a new bottle'?"
Having But Not Holding: Consumerism & Commodification in Second Life
Authors: Landay Lori
Published: August 2018

This is a brief essay, we call "think-pieces", designed to stimulate a discussion on a particular topic. For this series of essays we propose the following question:

"Consumer behavior in virtual worlds, is it really any different to the real world, or is it simply a case of 'old wine in a new bottle'?"
“Because it just looks cool!” - Fashion as character performance: The Case of WoW
Authors: Tosca Susana , Klastrup Lisbeth
Published: August 2018

This paper explores the neglected area of clothing and fashion in computer games, particularly MMORPGs, which we claim is an important aspect of game aesthetics and player performance. Combining knowledge from the cultural studies of fashion with a study of the function and importance of clothing in the gameworld World of Warcraft (WoW), and drawing on qualitative methods, we argue that fashion in an online gameworld like WoW is a vehicle for personal storytelling and individualization.
Knee-High Boots and Six-Pack Abs: Autoethnographic Reflections on Gender and Technology in Second Life
Authors: Dumitrica Delia , Gaden Georgia
Published: August 2018

In this paper, we explore the experience and performance of gender online in Second Life, currently one of the most popular virtual world platforms. Based on two collaborative autoethnographic projects, we propose that gender has to be explored at the intersection between our own situated perspective and the vision embedded in the social and technical infrastructure of the virtual world. For us, the visual element of a 3D world further frames the representation and performance of gender, while technical skill becomes a crucial factor in constructing our ability to play with this performance. As we recollect and interrogate our own experiences in SL, we argue that the relation between gender and virtual worlds is a complex and multifaceted one, proposing our positioned account of experiencing this relation. It is critical, we suggest, that studies of mediated experience in virtual worlds take into account the position of the researcher in ‘real’ life (IRL) as well as the dominant discourses of the environment they are immersed in. In this we must also be critical, of ourselves, our assumptions, as well as the environment itself.
The Constitution of Collective Memory in Virtual Game Worlds
Authors: Papargyris Anthony , Poulymenakou Angeliki
Published: August 2018

In this paper, we explore the constitution of collective memory in virtual game worlds. Based on ethnographic data gathered during a three year participatory observation in two Massive Multiplayer Online Games (MMOGs), we study the collective practices, histories, memories, and identities that the members of two large guilds engaged and practice. Research findings indicate that the constitution of collective memory and identity of a virtual community drastically differentiates form regular communities in the physical reality. This is due to the issues of cultural heterogeneity, the interpretation of the virtual world’s reality, the envisioning of other members ‘true’ identity, and the apprehension of circumstanced actions and events (i.e., historical context) taking place inside a virtual game world. In order to overcome such obstacles, members of a MMOG virtual community make extensive use of peripheral discussions using metaphors and analogical reasoning, while in order to preserve their collective memory and identity, they instrumentally rely on war stories (historical narratives), cases of personality checks (member and individual roles), and other communicative practices for manipulating and reshaping collective memories (i.e. misinformation though propaganda).
Spectacular Interventions of Second Life: Goon Culture, Griefing, and Disruption in Virtual Spaces
Authors: Bakioglu Burcu S.
Published: August 2018

Employing game theory and cultural studies in order to make a much needed distinction between grief play (which is a type of game play) and griefing (as a disruptive cultural activity), I argue that griefers in Second Life, who engage in potentially subversive practices which residents recognize as characterizing the activities of subcultures, construct cultural formations, a term developed by Raymond Williams in his book The Sociology of Culture to describe groups that embody looser structures. Claiming that they are causing turmoil for the lulz (or laughs), they treat their activities as mere game play. However, underneath the rhetoric of game play based on targeting those who take the “Internet as serious business,” there exists a cultural phenomenon with serious effects. They not only jam the world’s signification system and subvert the bourgeois taste by spamming the environment with offensive objects (such as penises, swastikas, and communist symbols), but also attack the capitalistic ideology by crashing sims and significant media events, and regularly launching raids in-world which result in causing in-world businesses to lose money, thereby hurting the virtual economy at large.
A virtual environment study in entrepreneurship education of young children
Authors: Pereira Angela M , Martins Paulo , Morgado Leonel , Fonseca Benjamim
Published: August 2018

In this article, we present an exploratory study on the use of 3-D virtual worlds in entrepreneurship education for children of primary school in a virtual world from the Activeworlds Educational Universe: “Entrepreneurship in Basic Education – 1st cycle.” This study allowed us to identify a set of technological problems in the use of these environments for teaching entrepreneurship to children. It allowed us to define a range of requirements that must be fulfilled in order to provide a software system that supports these activities in virtual worlds.
An Ecology of Embodied Interaction: Pedagogy and homo virtualis
Authors: Jarmon Leslie
Published: August 2018

Editors
Pitfalls in 3-D Virtual Worlds Health Project Evaluations: The Trap of Drug-trial-style Media Comparative Studies
Authors: Kamel Boulos Maged N. , Maramba Inocencio
Published: August 2018

This 'think-piece' proposes to avoid evaluation trials comparing 3-D virtual worlds and the flat Web, and to instead investigate and evaluate the two modalities as different but complementary and synergistic media rather than as competing media trying to replace one another.
Development and Evaluation of Health and Wellness Exhibits at the Jefferson Occupational Therapy Education Center in Second Life
Authors: Toth-Cohen Susan , Gallagher Therese
Published: August 2018

Virtual worlds such as Second Life are increasingly used for consumer health and higher education. The present paper will describe the development and evaluation of public exhibits on health and wellness at the Jefferson occupational therapy education center in Second Life.
Content Level Gateway for Virtual Worlds
Authors: Van den Broeck Marc , Van Broeck Sigurd , Lou David Zhe
Published: August 2018

One of the technologies from which we can say that it definitely and completely changed the way we work today is the Internet. Along with these many advantages, people are however also burdened with inefficient parental control, spam , pop-ups, viruses, adware and spyware to name a few. Virtual Environments (VE) are posing themselves as the future of Internet. Today, several 100s of VEs already exist, each addressing a certain target group. These VEs will have to deal with the same negative influence as the Internet of today only now presenting itself in a different package. This paper proposes a solution to guard our future Internet already from the very start from such counterproductive content.
Lindman Design - Virtual World Experiences
Authors: Lindman Ludvaig
Published: August 2018

Below you ﬁnd a short summary of the paper Iʻd like to write. I chose these

topics very careful, in order to make sure, I can provide proper information on

them. If you have any suggestions or youʻd be interested in speciﬁc

information on whatever topic listed below, feel welcome to contact me any

time. Thanks again for the chance to share my experience.

➡ Background information on Lindman Design.

➡ Creating a virtual company with zero knowledge.

➡ Learning and understanding economy of a virtual world.

➡ Becoming a developer and making successful products

➡ SL/RL - How metaverse platforms inﬂuence a developerʻs personal life.

➡ Virtual worlds spin faster - SL economy between 2007 and 2009 from a

developerʻs point of view.
World of Bizcraft
Authors: Bloomfield Robert
Published: August 2018

This article sketches the features required of a platform (which I refer to as ‘World of Bizcraft’) that supports virtual worlds dedicated to research and education on business-related topics. Key features include progressivity of content and challenges, which is a standard feature in most educational processes; certification of players’ achievements, rather than the achievements of the players’ characters; the ability to control participant interaction, collaboration and creation of game assets; implementation of induced value, which forms the foundation of experimental research in economics; production functions that capture the realities of real businesses; sophisticated property rights that support complex software-enforced contracts; and comprehensive systems for business reporting.
An Exploration of Entrepreneurship in Massively Multiplayer Online Role-Playing Games: Second Life and Entropia Universe
Authors: Kieger Stéphane
Published: August 2018

Virtual worlds represent a new market with a distinct economy andmany individuals are trying to exploit this very new technology in thesearch of profitable opportunities. The current paper proposes to studyentrepreneurship in the Massively Multiplayer Online Role-PlayingGames (MMORPG) Second Life® and Entropia Universe® in whichmonetary trades are possible. A survey was proposed to the community of players of both games, and from a sample of 244 players, nineteenentrepreneurs were contacted for a second survey. The traits of theentrepreneurs were compared to those of the players andentrepreneurship was observed in Second Life® and Entropia Universe®.  In fact, all the necessary conditions are present for entrepreneurship: a new technology giving new sources of revenues, an entrepreneur willing to invest money in order to increase his wealth, and a market with an economy well understood. The different entrepreneurs have developed successful ventures in several markets, and they had well defined the strategy they wanted to adopt. They have examined the different markets in which they have entered although they did not use all the tools known in the marketing fields. Further, some steps in the process of creation of the venture may not be important and some may be done relatively swiftly, thus the venture creation in MMORPG may be relatively easy. In conclusion, the venture creation may be relatively undemanding in virtual worlds, and this opens new possibilities for the future.
Virtual Goods: Good for Business?
Authors: Mitham Nic
Published: August 2018

Whilst 2008 saw the emergence of the virtual worlds sector, 2009 has to be called the year of the virtual good. With online destinations such as social networks seeing a creation of brand-new revenue steams and virtual worlds ‘giving the users want they want’, the virtual goods sector is one of the fastest growing areas of the Internet. In its most popular form, virtual goods relate to accessories for avatars–clothing, hair and other person-related apparel. These are purchased by users to customize their appearance and are popular across all types of virtual worlds, from kids and tweens right through grown-up worlds and also apply across all genres. There is an incumbent demand for users to want to change andcontrol how they are seen in virtual worlds. But virtual goods don’t just include avatar appearance customization. Online communities are learning how to monetize all aspects of the user experience, including the ability, for example, to buy a bespoke user name or access specific areas inside a virtual world. On the SocNet side, virtual goods are being used to great effect with social/mini-games, providing ‘tools’ to complete a game faster/level-up.
Born Virtuals and Avapreneurship: A case study of achieving successful outcomes in Peace Train – a Second Life organization
Authors: Teigland Robin
Published: August 2018

Borrowing from the international entrepreneurship business literature that uses the term “Born Globals,” I label organizations that have been created to discover and exploit opportunities primarily within virtual worlds as “Born Virtuals.” While relatively easy to establish, the challenge for Born Virtuals and avapreneurs, or entrepreneurial avatars, is to accomplish the critical task of coordinating the actions of multiple actors to achieve important outcomes – a challenge that has beenrepeatedly documented in research on virtual teams and organizations with geographically dispersed members. As such, this paper’s intent is to investigate two research questions: RQ1) What are the challenges for avapreneurs to achieving successful organizational outcomes in Born Virtuals? and RQ2) How can collective competence be developed such that these challenges can be overcome? To answer these questions, this paper presents a study of Peace Train, one Born Virtual organization created in Second Life. Peace Train was founded by three socialavapreneurs interested in promoting peace in the world, and together with more than 100 volunteers, Peace Train organized during the course of eleven months PeaceFest 08, one of the largest fund-raising events to date in virtual worlds. This event attracted 8,000 to 10,000 unique avatars and raised 870,000 Linden dollars from approximately 3,000 individuals from across the globe, which were then donated to 10 real world charitable organizations.
Teens and Virtual Goods: The Fun, Useful and Affordable Luxuries that are Driving the Virtual Economy
Authors: Welch Maura
Published: August 2018

Virtual worlds are quickly becoming a popular way for teens–especially younger teens 13-16 years of age–to spend time connecting with existing friends while searching for new contacts. According to KZero, in the third quarter of last year alone, 92 million new, unique users joined virtual worlds. However, as virtual worlds grow, teens are looking for more opportunities beyond just building their personal networks. Enter virtual goods–items users can earn or purchase to express themselves creatively or to gain status among their peers in a community. Those who have not spent time in online communities and worlds find it difficult to understand the motivation for purchasing virtual goods. But buying them or completing tasks to earn them is fun and challenging, in the exact same way shopping or playing games in the real world is fun and challenging. For example, some virtual goods provide an immediate advantage in games or contests, some help express your personal styles and interests, and some can be sent as gifts to friends. Sometimes people buy virtual goods because they’re impatient or competitive and don’t want to wait the number of days it would take to earn them for free. But fundamentally, virtual goods are entertainment–they make it fun to interact with friends and express personal styles.
Digital Guqin Museum from a Virtual World to the Real World : Conception and design of an ongoing cultural sim
Authors: Chow Shuen-git
Published: August 2018

This paper provides an overview of the Digital Guqin Museum built in Second Life that provides the user an opportunity to experience and interact with different facets of Chinese culture. The user will find examples of Guquin culture, considered by some to be a place holder for Chinese culture , such as the guqin, a rarely seen musical instrument sometimes confused with the guzheng, a more common popular instrument. Users can see the making of a guqin instrument and listen to guqin music being played, which represents both Chinese music, and more specifically, the guqin music genre - an elegant and quiet music – that might be considered a good match for a virtual world. The Digital Guqin Museam enables participants to play guqin music both in-world and via mixed-reality session, such as the recreation of an online “yaji” – elegant gatherings . This paper questions which groups of Guqin players would be interested and which group would not, and what types of uses might be most engaging . The Digital Guqin Museum in Second Life enables meetings possible only in a virtual world. Real life people could meet in virtual places, visit cities, venues as an end in itself. DGM has been shown to professional guqin players, in informal settings and at a specialists conference.
Who am I - and if so, where? A Study on Personality in Virtual Realities
Authors: Aas Benjamin Gregor , Meyerbröker Katharina , Emmelkamp Paul M. G.
Published: August 2018

Virtual realities form a new technical platform, raising scientific questions about the human mind, communication and identity. There is hardly any scientific research on the influence of a virtual reality on the identity perception and the personality of a user of these virtual realities. The present study attempts to contribute to filling this gap by assessing the potential difference between real-life personality and the ‘virtual’ avatar personality using the online virtual world of Second Life. Dutch participants (N = 34)  were asked to use their own avatar or create a new avatar within this online virtual reality, to communicate with other avatars and finally to fill in a Big Five personality questionnaire (5 Persoonlijkheids Factoren Test - 5PFT) via a virtual interactive testing screen within Second Life. The virtual 5 PFT scores were compared to pencil and paper scores of the same questionnaire, which had been filled in by all 34 participants during a first-year undergraduate test battery, seven months prior to the virtual testing. The results show no difference for any of the five subscales (extraversion, friendliness, conscientiousness, neuroticism, development) between the pencil and paper and the virtual version, suggesting that users of virtual realities do not create a ‘virtual’ personality for their avatar. Furthermore, high scores of internal consistency and high test-retest correlations between the two versions were found, which are very similar to the original test-retest scores of the 5PFT. These findings show the potential of virtual realities as new platforms for reliable (psychological) testing and future clinical applications.
The effects of Avatars’ Gender and Appearance on Social Behavior in Online 3D Virtual Worlds
Authors: Banakou Domna , Chorianopoulos Konstantinos
Published: August 2018

In this article, we investigate the effects of avatars’ appearance on user sociability in 3D virtual worlds. In particular, we study gender and appearance differences in social communication preferences and behavior in virtual public spaces. For this purpose, we have employed the virtual ethnographic method, which is an adaptation of traditional ethnography for the study of cyberspace. Although we only employed nine users who used four different avatars, we observed a cumulative of more than two hundreds social encounters. We found that users with more elaborate avatars had a higher success rate in their social encounters, than those users with the default avatars. Most notably, female users selected to speak with male avatars much more frequently, when using the attractive avatar, which indicates a self-confidence effect induced by the appearance of the personal avatar.
Compounding the Results: The Integration of Virtual Worlds with the Semantic Web
Authors: Lesko Charles J. , Hollingsworth Yolanda A.
Published: August 2018

Over the past 20 years governmental use of web-base information and technologies has continually expanded taking advantage of the Web's vast, ever-expanding volumes of browser-accessible information.   Now infuse two new technologies, the first of these espouses a world where semantic-powered applications become knowledgeable assistants for web users.  The second new technology takes a perceivably flat two-dimensional approach to presenting current web-content and adds a third-dimensional perspective to the presentation.  Welcome to the Semantic Web as seen through the eyes of a Virtual World participant, an environment where web users no longer are browsing for information that is largely static; where web users interacting through their proxies (avatars) query applications (web agents) soliciting them to collect, filter, verify, correlate, and present answers to their queries often in more visually palatable three-dimensional format.Following a brief overview of these two technologies, this article presents several of the key force drivers behind their evolution and the benefits gleaned from their collective use.  Further discussion identifies new methods for visualizing semantic content in Virtual Worlds.  Finally, as with any technological evolution, merging these two technologies brings on a whole new set of challenges from a web user’s perspective as well as perspectives from both technology developers in academia and government.
Building Knowledge in the Virtual World – Influence of Real Life Relationships
Authors: Loureiro Ana , Bettencourt Teresa
Published: August 2018

This paper intends to present a preliminary PhD research that is being developed by the authors, with the intention to determine how to improve teaching and learning situations, at the university level, based on experiences in immersive virtual worlds. The authors have realized that, nowadays, courses don’t fulfill our students’ needs. They belong to a networked and multitasking generation, and what they get from today’s teaching strategy does not, in many situations, fulfill students’ needs and perspectives. They need to gather competences in order to become motivated citizens, communicative and knowledge builders. It is our belief that we can take advantage from the immersive virtual worlds’ resources to overcome this situation and therefore to transfer it to real life. In order to achieve this we need, at the first instance, to understand how social interactions occur in these environments (in particular at Second Life®), how they grow and how they are developed. What we present here is a preliminary sample of our intended research.
Design Principles for Doing Business on Second Life: an immersive ethnographic study
Authors: Azeharie Reza , Sharma Ravi Shankar
Published: August 2018

This paper addresses the question of designing a virtual world business. A popular and economically thriving community - namely Second Life (www.lindenlab.com) - was selected for the research investigation. From an extensive literature review, a conceptual framework was developed in order to model the four most thriving industries on Second Life: (1) Real Estate, (2) Building, (3) Fashion, and (4) Entertainment. A six-month immersive ethnographic study was conducted using two primary research techniques of participant observations and in-depth interviews. For each industry, the results are summarized according to the business areas that were deemed critical.  The final section presents a synthesis of the integrated context to gain further insights on the industrial dependency among the four industries. The PARTS framework of Brandenburger and Nalebuff  (1995) was used to synthesise design rules for the business owner operating in a virtual economy. The paper concludes by linking the act of fantasy fulfilment with the demand for virtual goods and services.
Self-Esteem in Second Life: An inWorld Group Intervention for Women with Disabilities
Authors: Nosek Margaret A. , Whelen Susan Robinson , Hughes Rosemary B. , Porcher Erin , Davidson Giselle , Nosek Thomas M.
Published: August 2018

We are developing and investigating the feasibility of a self-esteem enhancement intervention in Second Life for women with physical disabilities. We adapted the curriculum of a previously tested workshop intervention to include features unique to this environment. Results of the beta test were very positive. Everyone involved showed considerable enthusiasm for exploring the new world of SL. The group leaders were challenged to resolve technical problems on every occasion, but these diminished and were perceived as manageable as the intervention progressed. Beta testers gave positive ratings to the information presented, organization, and usefulness of the intervention and found it very enjoyable although fatigue and stress limited the participation of some. They appreciated the use of Internet technology as an accommodation to their disability, in place of requiring transportation and additional energy expenditure to attend face-to-face meetings. Research issues related to engagement, measurement, and participant safety, as well as future research directions, are discussed. We conclude that SL has great potential for delivering health promotion interventions to women with physical disabilities.
Virtual Nation Branding: the Swedish Embassy in Second Life
Authors: Bengtsson Stina
Published: August 2018

In this article I will present and discuss the Swedish virtual embassy as a new example of nation branding. By exploring the development of the Swedish embassy in Second Life, activities arranged by and involving the virtual embassy as well as the surrounding discourse of international mainstream media and people engaged in the development of Second Life, I will analyse the significance of the virtual environment in this virtual nation-branding project. I argue that the most important achievement of the Swedish virtual embassy was reached through the connection with the virtual environment in the coverage of traditional international mass media and that the key dimension, although not the only one, of the virtual world in branding Sweden was to serve as a fresh and influential brand signifier within the marketing project.
Associating Automatic Natural Language Processing to Serious Games and Virtual Worlds
Authors: Bretaudière Treveur , Cruz-Lara Samuel , Rojas Barahona Lina María
Published: August 2018

We present our current research activities associating automatic natural language processing to serious games and virtual worlds. Several interesting scenarios have been developed: language learning, natural language generation, multilingual information, emotion detection, real-time translations, and non-intrusive access to linguistic information such as definitions or synonyms. Part of our work has contributed to the specification of the Multi Lingual Information Framework [ISO FDIS 24616], (MLIF,2011). Standardization will grant stability,  interoperability and sustainability of an important part of our research activities, in particular, in the framework of representing and managing multilingual textual information.
Teleportation of Objects between Virtual Worlds: Use Case: Exer-gaming
Authors: Otte Marco , Roosendaal Loren , Hoorn Johan F.
Published: August 2018

The Internet and virtual worlds are increasingly become a part of our daily lives. Currently these two are not capable of exchanging information, largely because of the lack of a global accepted standard for information exchange. Interaction between the real world and virtual worlds is mostly limited to classic mouse and keyboard devices, and exchange of information between different virtual worlds is virtually non-existent. We present a Use Case in the Metaverse1 project to increase motivation for continued physical exercising for the elderly by connecting real-world devices to virtual worlds, and allow information exchange through the teleportation of virtual objects from Second Life to our custom virtual biking world created in the Logos3D engine. We show that the principle of exchanging information between real and virtual worlds is simple, but the solution is non-trivial and requires not only a globally accepted standard to facilitate information exchange. From the results of a focus-group study, we show that a virtual environment does have the capability to increase motivation for exercising and that users do respond to a virtual exercise coach.
‘Sometimes you don’t make enough to buy food’: An analysis of South African street waste pickers’ income
Authors: Viljoen Kotie , Blaauw Derick , Schenck Rinie
Published: August 2018

Limited opportunities for the unskilled in the formal economy force many into informal street waste-picking activities. The income from these activities is not sufficient to lift them out of poverty. This article analyses income data of 873 street waste pickers to assess how identified factors explain income variations among them and whether they can endogenously influence their earnings. The results of descriptive, ordinary least square regression and quantile regression analyses show that they can do little to improve their income except to use a trolley and to start early in the morning. To improve their income, policy interventions to integrate them into waste management plans are recommended.
Experiences of community caregivers in the assessment of malnutrition using mid-upper arm circumference measurement in children under 5 years old
Authors: Ndlovu Gabisile P. , Sokhela Dudu G. , Sibiya Maureen N.
Published: August 2018

Background: Malnutrition is a major public health challenge in developing countries. It has been identified as an important cause of child mortality and morbidity and leads to inadequate physical and cognitive development in children. The South African government implemented a strategy for malnutrition assessment in children under 5 years by community caregivers (CCGs), who would then refer children at risk or those having developed malnutrition to primary health care clinics. Irrespective of this strategy, children still present at clinics with severe malnutrition.Aim: The aim of the study was to explore and describe the experiences of community caregivers with the assessment of malnutrition in children under 5 years old.Setting: The study was conducted in North Area six of eThekwini district in the province of KwaZulu-Natal.Methods: A qualitative, exploratory descriptive approach was used to collect data from 13 purposively selected CCGs. Content analysis was used to analyse data.Results: The majority of participants were dissatisfied with the training, as it was conducted in a language in which they were not proficient. They reported a lack of support and supervision in their performance such that mid-upper arm circumference was non-prioritised. They were dissatisfied with work overload not matched by remuneration and they worked under unsafe conditions.Conclusion: Effective training of CCGs needs to be conducted in the language that they understand to combat malnutrition in children under 5 years. CCGs have multiple roles and may need to prioritise their work; this is not easy and requires specific guidance from skilled health professionals.
Soft Coagulation Using Hemostatic Forceps for Prevention of Postendoscopic Papillectomy Hemorrhage
Authors: Fukuba Nobuhiko , Sonoyama Hiroki , Moriyama Ichiro , Ishihara Shunji , Kinoshita Yoshikazu
Published: August 2018

Aim: Few reports of the prophylactic use of soft coagulation with hemostatic forceps for postendoscopic papillectomy hemorrhage (PEPH) have been presented. The aim of this study was to clarify the utility of that procedure for prophylaxis. Materials and Methods: From April 2009 to March 2012, PEPH was treated in four patients after the development of the condition with a conventional procedure at our institution. Thereafter, from April 2012 to March 2016, soft coagulation using hemostatic forceps was performed as prophylactic hemostasis following an EP in five patients. For the latter procedure, the hemostatic forceps device (FD411‑QR, Olympus, Tokyo, Japan) was used in a closed position, with the coagulation wave set at 60 W (VIO 300D; ERBE, Tubingen, Germany). The primary outcome was the onset of PEPH, which was defined as a decrease in hemoglobin ≥2 g/dL after EP. Secondary endpoints were the success rate and the incidence of adverse events of soft coagulation using hemostatic forceps for emergency bleeding cases after EP. Results: The incidence of PEPH was 20% (1 of 5 cases) in the prophylactic procedure group, which was lower than that in the conventional procedures group (75%, 3 of 4 cases), though the difference was not statistically significant (P = 0.206, Fisher’s exact test). All cases of PEPH were successfully treated by soft coagulation using hemostatic forceps. Conclusion: Soft coagulation with hemostatic forceps may be suitable for use as a routine technique following EP to prevent PEPH.
Here’s How I Write–Hebrew: Psychometric Properties and Handwriting Self-Awareness Among Schoolchildren With and Without Dysgraphia
Authors: Goldstand Sarina , Gevir Debbie , Yefet Renana , Maeir Adina
Published: August 2018

OBJECTIVE. This study investigated the psychometric properties of the Here’s How I Write–Hebrew (HHIW–HE) and compared handwriting self-awareness between children with and without dysgraphia.

METHOD. Fifty-eight children (29 with and 29 without dysgraphia) completed the HHIW–HE. Occupational therapists provided corresponding ratings that were based on objective handwriting assessments. Self-awareness was measured through child–therapist consensus.

RESULTS. The HHIW–HE has an internal consistency of α = .884. Children with dysgraphia rated themselves as significantly more impaired than controls on 6 of 24 HHIW–HE items and on the total score, with medium to large effect sizes (0.37–0.61). Mean child–therapist agreement was significantly higher for the controls than for the research group, t(56) = 4.268, p = .000.

CONCLUSION. Results support the HHIW–HE’s validity. Children with dysgraphia reported more handwriting difficulties than did controls; however, they tended to overestimate their handwriting abilities.
Receptor modelling of both particle composition and size distribution from a background site in London, UK – the two step approach
Authors: Beddows David C. S. , Harrison Roy M.
Published: August 2018

Abstract. Some air pollution datasets contain multiple variables with a range of measurement units, and combined analysis by Positive Matrix Factorization (PMF) is problematic, but can offer benefits from the greater information content. In this work, a novel method is devised and the source apportionment of a mixed unit data set (PM10 mass and Number Size Distribution NSD) is achieved using a novel two-step approach to PMF. In the first step the PM10 data is PMF analysed using a source apportionment approach in order to provide a solution which best describes the environment and conditions considered. The time series G values (and errors) of the PM10 solution are then taken forward into the second step where they are combined with the NSD data and analysed in a second PMF analysis. This results in apportioned NSD data associated with the PM10 factors. We exemplify this approach using data reported in the study of Beddows et al. (2015), producing one solution which unifies the two separate solutions for PM10 and NSD data datasets together. We also show how regression of the NSD size bins and the G time series can be used to elaborate the solution by identifying NSD factors (such as nucleation) not influencing the PM10 mass.
On the diurnal, weekly, seasonal cycles and annual trends in atmospheric CO2
at Mount Zugspitze, Germany during 1981–2016
Authors: Yuan Ye , Ries Ludwig , Petermeier Hannes , Trickl Thomas , Leuchner Michael , Couret Cédric , Sohmer Ralf , Meinhardt Frank , Menzel Annette
Published: August 2018

Abstract. A continuous, 36-year measurement record of atmospheric carbon dioxide (CO2) at three measurement sites of Mount Zugspitze, Germany was studied. The CO2 trend and seasonality were analyzed by decomposing the long-term time series into trend and seasonal components. The mean CO2 annual growth rate over the 36 year period at Zugspitze is 1.8 ppm yr−1, which is in good agreement with the Mauna Loa station and the global means. The peak-to-trough amplitude of the mean CO2 seasonal cycle is 11.67 ppm at Mount Zugspitze, which is significantly less than nearby measurement sites at Mount Wank and Schauinsland, but which follow similar patterns. To characterize this mountain site better, analyses of weekly periodicity and the diurnal cycle were performed to provide evidence of local sources and sinks of CO2. Together, with an atmospheric trace gas (CO and NO) and the number of site visitor case study, clear weekday–weekend differences were detected, indicating potential CO2 sources in the near vicinity.
Measurements of I/SVOCs in biomass-burning smoke using solid-phase extraction disks and two-dimensional gas chromatography
Authors: Hatch Lindsay E. , Rivas-Ubach Albert , Jen Coty N. , Lipton Mary , Goldstein Allen H. , Barsanti Kelley C.
Published: August 2018

Abstract. Biomass-burning organic-aerosol (OA) emissions are known to exhibit semi-volatile behavior that impacts OA loading during plume transport. Because such semi-volatile behavior depends in part on OA composition, improved speciation of intermediate and semi-volatile organic compounds (I/SVOCs) emitted during fires is needed to assess the competing effects of primary OA volatilization and secondary OA production. In this study, we sampled 18 laboratory fires in which a range of fuel types were burned. Emitted I/SVOCs were collected onto Teflon filters and solid-phase extraction (SPE) disks to characterize particulate and gaseous I/SVOCs, respectively. Derivatized filter extracts were analyzed using comprehensive two-dimensional gas chromatography with time-of-flight mass spectrometry (GC × GC − TOFMS). Quality control tests were performed using biomass-burning relevant standards and demonstrate the utility of SPE disks for untargeted analysis of air samples. The speciation profiles of I/SVOCs in coniferous fuel-derived smoke samples determined by GC × GC − TOFMS were well correlated with each other, but poorly correlated with other fuel types (e.g., herbaceous and chaparral fuels). Benzenediol isomers were also shown to display fuel-dependent emissions. Differences in gas-particle partitioning of the benzenediol isomers were captured using combined Teflon and SPE filter data, with hydroquinone significantly less volatile than catechol. Additionally, the speciated volatility distribution of I/SVOCs in smoke from a rotten-log fire was estimated to evaluate the composition of potentially volatilized primary OA, which was entirely attributed to oxygenated (or other heteroatomic) compounds. Because the chemistry of such compounds has not been extensively studied, more work is needed to assess the relative importance of gas-phase vs. heterogeneous oxidation pathways for biomass-burning-derived I/SVOCs.
Evaluation of a hierarchical agglomerative clustering method applied to WIBS laboratory data for improved discrimination of biological particles by comparing data preparation techniques
Authors: Savage Nicole J. , Huffman J. Alex
Published: August 2018

Abstract. Hierarchical agglomerative clustering (HAC) analysis has been successfully
applied to several sets of ambient data (e.g., Crawford et al., 2015;
Robinson et al., 2013) and with respect to standardized particles in the
laboratory environment (Ruske et al., 2017, 2018). Here
we show for the first time a systematic application of HAC to a comprehensive
set of laboratory data collected for many individual particle types using the
wideband integrated bioaerosol sensor (WIBS-4A)
(Savage et al., 2017). The impact of the ratio of
particle concentrations on HAC results was investigated, showing that
clustering quality can vary dramatically as a function of ratio. Six
strategies for particle preprocessing were also compared, concluding that
using raw fluorescence intensity (without normalizing to particle size) and
logarithmically transforming data values (scenario B) consistently produced
the highest-quality results for the particle types analyzed. A total of 23
one-to-one matchups of individual particles types was investigated. Results
showed a cluster misclassification of < 15 % for 12 of 17 numerical
experiments using one biological and one nonbiological particle type each.
Inputting fluorescence data using a baseline +3σ threshold
produced a lower degree of misclassification than when inputting either all particles
(without a fluorescence threshold) or a baseline +9σ threshold.
Lastly, six numerical simulations of mixtures of four to seven components
were analyzed using HAC. These results show that a range of 12 %–24 % of
fungal clusters was consistently misclassified by inclusion of a mixture of
nonbiological materials, whereas bacteria and diesel soot were each able to
be separated with nearly 100 % efficiency. The study gives significant
support to clustering analysis commonly being applied to data from commercial
ultraviolet laser/light-induced fluorescence (UV-LIF) instruments used for bioaerosol research across the
globe and provides practical tools that will improve clustering results
within scientific studies as a part of diverse research disciplines.
Strategy for generation of climate change projections feeding Spanish impact community
Authors: Amblar-Francés María Pilar , Pastor-Saavedra María Asunción , Casado-Calle María Jesús , Ramos-Calzado Petra , Rodríguez-Camino Ernesto
Published: August 2018

Abstract. Over the past decades, the successive Coupled Model Intercomparison Projects
(CMIPs) have produced a huge amount of global climate model simulations.
Along these years, the climate models have advanced and can thus provide
credible evolution of climate at least at continental or global scales since
they are better representing physical processes and feedbacks in the climate
system. Nevertheless, due to the coarse horizontal resolution of global
climate models, it is necessary to downscale these results for their use to
assess possible future impacts of climate change in climate sensitive
ecosystems and sectors and to adopt adaptation strategies at local and
national level. In this vein, the Spanish State Meteorological Agency (AEMET)
has been producing since 2006 a set of reference downscaled climate change
projections over Spain either applying statistical downscaling techniques to
the outputs of the Global Climate Models (GCMs) or making use of the
information generated by dynamical downscaling techniques through European
projects or international initiatives such as PRUDENCE, ENSEMBLES and
EURO-CORDEX. The AEMET strategy aims at exploiting all the available sources
of information on climate change projections. The generalized use of
statistical and dynamical downscaling approaches allow us to encompass a
great number of global models and therefore to provide a better estimation of
uncertainty. Most impact climate change studies over Spain make use of this
reference downscaled projections emphasizing the estimation of uncertainties.
Additionally to the rationale and history behind the AEMET generation of
climate change scenarios, we focus on some preliminary analysis of the
dependency of estimated uncertainties on the different sources of data.
Summertime episodic chlorophyll a blooms near the east coast of the Korean Peninsula
Authors: Son Young-Tae , Park Jae-Hyoung , Nam SungHyun
Published: August 2018

Abstract. We present intensive observational data of surface chlorophyll a bloom
episodes occurring over several days in the summers of 2011, 2012 and 2013,
accompanying the equatorward advection of low sea surface salinity (SSS)
water near the east coast of the Korean Peninsula. Time-series analysis of meteorological
and oceanographic (physical and biochemical) parameter data, such as
chlorophyll fluorescence (CF) from surface mooring, ocean color
(chlorophyll a and total suspended sediment), sea surface height
(satellite-derived) and serial hydrographic data (from in situ
measurements), was used to investigate the relationship between surface bloom events and
changes in seawater characteristics and currents. In the summers of the 3
years, a total of 10 bloom events (E01–E10) were identified during which the
surface CF was significantly (> 2 µg L−1) enhanced
over a relatively long (> 1 day) period. The bloom events in the summers of
2011 and 2012 were accompanied by low or decreasing SSS for several days to a
week after heavy rainfall at upstream stations and equatorward currents.
Unlike the typical 8 of the 10 events (80 %), E07 was potentially derived
from the onshore advection of high CF offshore water of southern origin into
the coastal zone near the mooring, whereas E10 possibly prevailed by offshore
advection of high CF plume water trapped by the coastal area. Contrasting
with many coastal systems, these findings indicate that event-scale
productivity near the east coast of the Korean Peninsula in summer is not controlled by
local blooms triggered by either nutrients or light availability, but by the
equatorward and cross-shore advection of high CF plume water.
Development of nascent autotrophic carbon fixation systems in various redox conditions of the fluid degassing in early Earth
Authors: Marakushev Sergey A. , Belonogova Ol'ga V.
Published: August 2018

Abstract. Strategies for the origin and development of primary metabolism on early Earth were determined by the two main regimes of degassing of Earth in the form of CO2 or CH4 fluid impulses. Among the existing theories of the autotrophic origin of the life, CO2 is usually considered the carbon source for nascent autotrophic metabolism. However, the ancestral carbon used in metabolism may have been derived from CH4 if the outflow of magma fluid to the surface of the Earth consisted mainly of methane. Primary biochemical systems are present in methane degassing regimes developed in an environment of high partial pressure of methane, which is a source of carbon for nascent metabolic systems. Due to the absence of molecular oxygen in the Archaean conditions, this metabolism would have been anaerobic, i.e., oxidation of methane must be realized by inorganic high-potential electron acceptors. In light of the primacy and predominance of CH4-dependent metabolism in hydrothermal systems of the ancient Earth, we propose a model of carbon fixation, which is a sequence of reactions in a hypothetical methane-fumarate (MF) cycle. Thermodynamics calculations showed a high efficiency of oxidation of methane to acetate (methanotrophic acetogenesis) by oxidized nitrogen compounds in hydrothermal systems. Thermodynamically favorable were also reactions involving the introduction of carbon methane into the intermediates of the proposed MF cycle. The methane oxidation reactions with the use of oxygen of iron mineral buffers are closer to the equilibrium state, which apparently determines the possibilities of primordial cycle flow in the forward or reverse directions.