cometadata/datacite-titles-descriptions-related-identifiers huggingface dataset:
DOI: 10.5066/p9f7fyyz
title: Occurrence locations and trait data for freshwater fishes, amphibians, and reptiles native to the state of Oregon

description: These datasets include occurrence points and trait data for freshwater fishes, amphibians, and reptiles native to Oregon State. Occurrence data were extracted from the VertNet database and include points within Oregon, Washington, and Idaho, as well as points found within ecoregions that overlap with Oregon state (U.S. EPA Level III EcoRegions). Occurrence points include records from years 1930-2002, and only records with associated museum voucher specimens were included. Database was updated to include one record per species, per year, at a given location. Records were evaluated by taxonomic experts for each species, and suspicious records were either verified or excluded. Trait data were gathered from published and openly available sources. Each column (trait value) for each taxon is described in detail in the datasets, including procedures for replacements of missing values.
DOI: 10.5281/zenodo.1308971
title: STEM4Youth: Games xBarcelona

description: <strong>STEM4Youth: Games Barcelona.</strong>

Data collected during the performance STEM4Youth: Games xBarcelona in Barcelona on September 28th, 2017. 

The participants played different dyadic behavioral games, snowdrift game, dictator's games with punishment and trust game. The participants played these dilemmas in different roles. There were 6 experimental stations, one per individual, spatially distributed so that participants could not see each other. Also, they were rigorously prevented from talking or signaling one another. To further guarantee that potential interactions among players did not influence the results of the experiment, the assignment of players’ partners was completely random. All of the participants played through Citizen Social Lab, a web interface specifically developed for the experiment. 

The participants were shown a brief tutorial, but were not given any clue. They were informed that they had to make decisions under different conditions and against different opponents. We made sure the interface be the most simple and understandable to ensure the correct understanding of the tasks. Also, the interface was the same for everybody. We made sure to avoid the research be upsetting or harmful for the participants by presenting the experiment as a game and playful activity. One researcher closely monitored each session to guarantee the experimental protocol be strictly followed. Yet, the researchers provided help when required. All participants in the experiment signed an informed consent to participate and no association was ever made between their real names and the results, in agreement with the Spanish Law for Personal Data Protection. This procedure was approved by the Ethics Committee of Universitat de Barcelona, and all methods were performed in accordance with the relevant guidelines and regulations.
DOI: 10.5281/zenodo.1308972
title: STEM4Youth: Games xBarcelona

description: <strong>STEM4Youth: Games Barcelona.</strong>

Data collected during the performance STEM4Youth: Games xBarcelona in Barcelona on September 28th, 2017. 

The participants played different dyadic behavioral games, snowdrift game, dictator's games with punishment and trust game. The participants played these dilemmas in different roles. There were 6 experimental stations, one per individual, spatially distributed so that participants could not see each other. Also, they were rigorously prevented from talking or signaling one another. To further guarantee that potential interactions among players did not influence the results of the experiment, the assignment of players’ partners was completely random. All of the participants played through Citizen Social Lab, a web interface specifically developed for the experiment. 

The participants were shown a brief tutorial, but were not given any clue. They were informed that they had to make decisions under different conditions and against different opponents. We made sure the interface be the most simple and understandable to ensure the correct understanding of the tasks. Also, the interface was the same for everybody. We made sure to avoid the research be upsetting or harmful for the participants by presenting the experiment as a game and playful activity. One researcher closely monitored each session to guarantee the experimental protocol be strictly followed. Yet, the researchers provided help when required. All participants in the experiment signed an informed consent to participate and no association was ever made between their real names and the results, in agreement with the Spanish Law for Personal Data Protection. This procedure was approved by the Ethics Committee of Universitat de Barcelona, and all methods were performed in accordance with the relevant guidelines and regulations.
DOI: 10.5281/zenodo.1308973
title: STEM4Youth: Games xViladecans

description: <strong>STEM4Youth: Games Viladecans</strong>

Data collected during the performance STEM4Youth: Games xViladecans in Viladecans on May 12th, 2017. 

The participants played a public goods game. There were 6 experimental stations, one per individual, spatially distributed so that participants could not see each other. Also, they were rigorously prevented from talking or signaling one another. To further guarantee that potential interactions among players did not influence the results of the experiment, the assignment of players’ partners was completely random. All of the participants played through Citizen Social Lab, a web interface specifically developed for the experiment. 

The participants were shown a brief tutorial, but were not given any clue. They were informed that they had to make decisions under different conditions and against different opponents. We made sure the interface be the most simple and understandable to ensure the correct understanding of the tasks. Also, the interface was the same for everybody. We made sure to avoid the research be upsetting or harmful for the participants by presenting the experiment as a game and playful activity. One researcher closely monitored each session to guarantee the experimental protocol be strictly followed. Yet, the researchers provided help when required. All participants in the experiment signed an informed consent to participate and no association was ever made between their real names and the results, in agreement with the Spanish Law for Personal Data Protection. This procedure was approved by the Ethics Committee of Universitat de Barcelona, and all methods were performed in accordance with the relevant guidelines and regulations.
DOI: 10.5281/zenodo.1308974
title: STEM4Youth: Games xViladecans

description: <strong>STEM4Youth: Games Viladecans</strong>

Data collected during the performance STEM4Youth: Games xViladecans in Viladecans on May 12th, 2017. 

The participants played a public goods game. There were 6 experimental stations, one per individual, spatially distributed so that participants could not see each other. Also, they were rigorously prevented from talking or signaling one another. To further guarantee that potential interactions among players did not influence the results of the experiment, the assignment of players’ partners was completely random. All of the participants played through Citizen Social Lab, a web interface specifically developed for the experiment. 

The participants were shown a brief tutorial, but were not given any clue. They were informed that they had to make decisions under different conditions and against different opponents. We made sure the interface be the most simple and understandable to ensure the correct understanding of the tasks. Also, the interface was the same for everybody. We made sure to avoid the research be upsetting or harmful for the participants by presenting the experiment as a game and playful activity. One researcher closely monitored each session to guarantee the experimental protocol be strictly followed. Yet, the researchers provided help when required. All participants in the experiment signed an informed consent to participate and no association was ever made between their real names and the results, in agreement with the Spanish Law for Personal Data Protection. This procedure was approved by the Ethics Committee of Universitat de Barcelona, and all methods were performed in accordance with the relevant guidelines and regulations.
DOI: 10.5281/zenodo.1314180
title: STEM4Youth: Games xPalaioFaliro

description: <strong>STEM4Youth: Games xPalaioFaliro</strong>

Data collected during the performance STEM4Youth: Games xPalaioFaliro in Palaio Faliro (Greece) on April 28, 2018. 

The participants played a public goods game. There were 6 experimental stations, one per individual, spatially distributed so that participants could not see each other. Also, they were rigorously prevented from talking or signaling one another. To further guarantee that potential interactions among players did not influence the results of the experiment, the assignment of players’ partners was completely random. All of the participants played through Citizen Social Lab, a web interface specifically developed for the experiment. 

The participants were shown a brief tutorial, but were not given any clue. They were informed that they had to make decisions under different conditions and against different opponents. We made sure the interface be the most simple and understandable to ensure the correct understanding of the tasks. Also, the interface was the same for everybody. We made sure to avoid the research be upsetting or harmful for the participants by presenting the experiment as a game and playful activity. One researcher closely monitored each session to guarantee the experimental protocol be strictly followed. Yet, the researchers provided help when required. All participants in the experiment signed an informed consent to participate and no association was ever made between their real names and the results, in agreement with the Spanish Law for Personal Data Protection. This procedure was approved by the Ethics Committee of Universitat de Barcelona, and all methods were performed in accordance with the relevant guidelines and regulations.
DOI: 10.5281/zenodo.1314206
title: STEM4Youth: Games xAire

description: <strong>STEM4Youth: Games xAire</strong>

Data collected during the performance STEM4Youth: Games xAire in Barcelona (Spain) during two performances, the first in CCCB on April 23th, 2018, and the second in Ciutadella on June 9th and 10th, 2018

The participants played a public goods game. There were 6 experimental stations, one per individual, spatially distributed so that participants could not see each other. Also, they were rigorously prevented from talking or signaling one another. To further guarantee that potential interactions among players did not influence the results of the experiment, the assignment of players’ partners was completely random. All of the participants played through Citizen Social Lab, a web interface specifically developed for the experiment. 

The participants were shown a brief tutorial, but were not given any clue. They were informed that they had to make decisions under different conditions and against different opponents. We made sure the interface be the most simple and understandable to ensure the correct understanding of the tasks. Also, the interface was the same for everybody. We made sure to avoid the research be upsetting or harmful for the participants by presenting the experiment as a game and playful activity. One researcher closely monitored each session to guarantee the experimental protocol be strictly followed. Yet, the researchers provided help when required. All participants in the experiment signed an informed consent to participate and no association was ever made between their real names and the results, in agreement with the Spanish Law for Personal Data Protection. This procedure was approved by the Ethics Committee of Universitat de Barcelona, and all methods were performed in accordance with the relevant guidelines and regulations.
DOI: 10.5281/zenodo.1314207
title: STEM4Youth: Games xAire

description: <strong>STEM4Youth: Games xAire</strong>

Data collected during the performance STEM4Youth: Games xAire in Barcelona (Spain) during two performances, the first in CCCB on April 23th, 2018, and the second in Ciutadella on June 9th and 10th, 2018

The participants played a public goods game. There were 6 experimental stations, one per individual, spatially distributed so that participants could not see each other. Also, they were rigorously prevented from talking or signaling one another. To further guarantee that potential interactions among players did not influence the results of the experiment, the assignment of players’ partners was completely random. All of the participants played through Citizen Social Lab, a web interface specifically developed for the experiment. 

The participants were shown a brief tutorial, but were not given any clue. They were informed that they had to make decisions under different conditions and against different opponents. We made sure the interface be the most simple and understandable to ensure the correct understanding of the tasks. Also, the interface was the same for everybody. We made sure to avoid the research be upsetting or harmful for the participants by presenting the experiment as a game and playful activity. One researcher closely monitored each session to guarantee the experimental protocol be strictly followed. Yet, the researchers provided help when required. All participants in the experiment signed an informed consent to participate and no association was ever made between their real names and the results, in agreement with the Spanish Law for Personal Data Protection. This procedure was approved by the Ethics Committee of Universitat de Barcelona, and all methods were performed in accordance with the relevant guidelines and regulations.
DOI: 10.5281/zenodo.1468870
title: STEM4Youth: Games xBadalona

description: <strong>STEM4Youth: Games xBadalona</strong>

Data collected during the performance STEM4Youth: Games xBadalona in Badalona on April 19th and 20th, 2017. 

The participants played different dyadic behavioral games, snowdrift game, dictator's games with punishment and trust game. The participants played these dilemmas in different roles. There were 6 experimental stations, one per individual, spatially distributed so that participants could not see each other. Also, they were rigorously prevented from talking or signaling one another. To further guarantee that potential interactions among players did not influence the results of the experiment, the assignment of players’ partners was completely random. All of the participants played through Citizen Social Lab, a web interface specifically developed for the experiment. 

The participants were shown a brief tutorial, but were not given any clue. They were informed that they had to make decisions under different conditions and against different opponents. We made sure the interface be the most simple and understandable to ensure the correct understanding of the tasks. Also, the interface was the same for everybody. We made sure to avoid the research be upsetting or harmful for the participants by presenting the experiment as a game and playful activity. One researcher closely monitored each session to guarantee the experimental protocol be strictly followed. Yet, the researchers provided help when required. All participants in the experiment signed an informed consent to participate and no association was ever made between their real names and the results, in agreement with the Spanish Law for Personal Data Protection. This procedure was approved by the Ethics Committee of Universitat de Barcelona, and all methods were performed in accordance with the relevant guidelines and regulations.
DOI: 10.5281/zenodo.1468871
title: STEM4Youth: Games xBadalona

description: <strong>STEM4Youth: Games xBadalona</strong>

Data collected during the performance STEM4Youth: Games xBadalona in Badalona on April 19th and 20th, 2017. 

The participants played different dyadic behavioral games, snowdrift game, dictator's games with punishment and trust game. The participants played these dilemmas in different roles. There were 6 experimental stations, one per individual, spatially distributed so that participants could not see each other. Also, they were rigorously prevented from talking or signaling one another. To further guarantee that potential interactions among players did not influence the results of the experiment, the assignment of players’ partners was completely random. All of the participants played through Citizen Social Lab, a web interface specifically developed for the experiment. 

The participants were shown a brief tutorial, but were not given any clue. They were informed that they had to make decisions under different conditions and against different opponents. We made sure the interface be the most simple and understandable to ensure the correct understanding of the tasks. Also, the interface was the same for everybody. We made sure to avoid the research be upsetting or harmful for the participants by presenting the experiment as a game and playful activity. One researcher closely monitored each session to guarantee the experimental protocol be strictly followed. Yet, the researchers provided help when required. All participants in the experiment signed an informed consent to participate and no association was ever made between their real names and the results, in agreement with the Spanish Law for Personal Data Protection. This procedure was approved by the Ethics Committee of Universitat de Barcelona, and all methods were performed in accordance with the relevant guidelines and regulations.
DOI: 10.5281/zenodo.1314179
title: STEM4Youth: Games xPalaioFaliro

description: <strong>STEM4Youth: Games xPalaioFaliro</strong>

Data collected during the performance STEM4Youth: Games xPalaioFaliro in Palaio Faliro (Greece) on April 28, 2018. 

The participants played a public goods game. There were 6 experimental stations, one per individual, spatially distributed so that participants could not see each other. Also, they were rigorously prevented from talking or signaling one another. To further guarantee that potential interactions among players did not influence the results of the experiment, the assignment of players’ partners was completely random. All of the participants played through Citizen Social Lab, a web interface specifically developed for the experiment. 

The participants were shown a brief tutorial, but were not given any clue. They were informed that they had to make decisions under different conditions and against different opponents. We made sure the interface be the most simple and understandable to ensure the correct understanding of the tasks. Also, the interface was the same for everybody. We made sure to avoid the research be upsetting or harmful for the participants by presenting the experiment as a game and playful activity. One researcher closely monitored each session to guarantee the experimental protocol be strictly followed. Yet, the researchers provided help when required. All participants in the experiment signed an informed consent to participate and no association was ever made between their real names and the results, in agreement with the Spanish Law for Personal Data Protection. This procedure was approved by the Ethics Committee of Universitat de Barcelona, and all methods were performed in accordance with the relevant guidelines and regulations.
DOI: 10.5063/f1dz06jg
title: A decade of flowering phenology of the keystone saguaro cactus (Carnegiea gigantea, Cactaceae)

description: Phenology is the study of biological life cycle events, such as flowering and migration. Climate patterns can alter these life history events, having ecosystem-wide ramifications. For example, warmer springs are associated with earlier leafing for many species, which can affect species interactions and growing-season carbon dynamics. While phenological research has been conducted extensively in temperate regions, relatively little is known about the phenological responses in arid and semi-arid regions. In this study we looked at the flowering phenology of a keystone species native to the Sonoran Desert, the saguaro cactus (Carnegiea gigantea). The timing and abundance of flowering was observed on 151 individuals for 10 years at a site near Tucson, Arizona. Using six phenological traits, we explored the relationship between saguaro size and flower abundance, and the climatic drivers of flowering. Our analyses demonstrated how the calculation of phenological traits at the individual versus the site level can yield differing responses to climate variability, suggesting that not all studies examining the same trait (e.g. first day of bloom) are directly comparable. We found that larger cacti begin flowering earlier, flowered for longer, and produced more flowers. Warmer temperatures were correlated with advanced onset and higher bloom yields, while increased precipitation appeared to delay onset and reduce bloom yields. Given that climate models predict that the Southwest will become increasingly warmer with more variable precipitation, saguaros may begin flowering earlier in the season and flower more intensely, which could impact pollen availability and population dynamics.
DOI: 10.17632/9yj9d4dsnf.1
title: Data for: 3652350

description: Geospatial_Coordinates.csv [Postal code, latitude & longitude of data points in Toronto] FourSquareCategories.json [Categories and category IDs of FourSquare API] Processed_data_for_analysis.csv [Data file post data preparation and available for analysis]
DOI: 10.5066/p94lhzhr
title: Vibration Monitoring Data from a Bat Hibernaculum at Mammoth Cave National Park, Kentucky, March 2016

description: The activities associated with the construction of a new walkway within Mammoth Cave caused vibrations to be felt in the cave, which is home to an endangered Indiana bat roost. These data were collected at the request of the National Park Service to monitor the vibration levels near a bat roost within Mammoth Cave National Park to determine if construction-induced vibration might be inducing the observed activity of the bats. Seven geophones and two accelerometers were placed in the passage to the bat roost to monitor the distribution of ground velocity and acceleration. The vibration signature of individual construction equipment (jackhammer, place compactor, and hammer drill), human activities during a simulated bat survey, and ambient levels were recorded for approximately 10 seconds during each trigging of the source and each source was recorded 5-11 times. This data release is comprised of point measurements of maximum ground velocity and acceleration values.
DOI: 10.15139/s3/zsdnzh
title: Replication Data for: What Happens When Insurers Make the Insurance Laws? State Legislative Agendas and the Occupational Makeup of Government

description: Do the occupational backgrounds of politicians affect the government’s agenda? Businesses have long thought so. The first occupational data on state legislators were collected by the Insurance Information Institute, an interest group representing major insurance companies. In this paper, we test one potential motive for these kinds of efforts: the idea that the occupational makeup of governments affects the agendas they pursue, an argument that has been largely neglected in research on politicians’ occupational backgrounds. We focus here on the insurance industry. Using original data, we find that state legislatures with more former insurers consider fewer bills regulating insurance (negative agenda control), that former insurers play a disproportionate role in drafting the insurance bills that are introduced (positive agenda control), and that the bills former insurers introduce tend to be more favorable to the industry than those that their colleagues introduce (positive agenda control). The occupational makeup of legislatures may indeed affect their agendas, as industry groups have long suspected.