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Full-Text Articles in Social and Behavioral Sciences

A Mathematical Model Of Juvenile Delinquency In The New York State, Oluwasegun Micheal Ibrahim Jan 2023

A Mathematical Model Of Juvenile Delinquency In The New York State, Oluwasegun Micheal Ibrahim

Articles

This report presents a mathematical model of juvenile delinquency in the New York State. In particular, we develop a juvenile delinquency system of non-linear differential equations using the mathematical epidemiology framework. In constructing this model, we assume that juvenile delinquency can be studied as a socially infectious disease. The stability of the juvenile delinquency-free equilibrium of the model is examined using the standard non-linear dynamical systems theory technique. We carried out a data fitting based on real-life data from the New York State Criminal Justice Services. The research result reveals that the formulated model conforms with the available data and …


Competitive Sustainability: The Intersection Of Sustainability And Business Success, Clyde Eiríkur Hull Dec 2022

Competitive Sustainability: The Intersection Of Sustainability And Business Success, Clyde Eiríkur Hull

Articles

Sustainability that beats the competition is different from sustainability that does not. Some who care very much about sustainability may not care at all about business success. However, they should. If businesses were to see that competitive sustainability leads to financial success, they would take it up and abandon nonsustainable practices


Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor Oct 2022

Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor

Articles

This chapter addresses design research and iterative curriculum design for the Lost & Found games series. The Lost & Found card-to-mobile series is set in Fustat (Old Cairo) in the twelfth century and focuses on religious laws of the period. The first two games focus on Moses Maimonides’ Mishneh Torah, a key Jewish law code. A new expansion module which was in development at the time of the fieldwork described in this article that introduces Islamic laws of the period, and a mobile prototype of the initial strategy game has been developed with support National Endowment for the Humanities. The …


Making Sustainability A Core Competency: Consumer Response To Sustainable Innovative Products, Clyde Eiríkur Hull, Jennifer D. Russell, Monika Kukar-Kinney Sep 2022

Making Sustainability A Core Competency: Consumer Response To Sustainable Innovative Products, Clyde Eiríkur Hull, Jennifer D. Russell, Monika Kukar-Kinney

Articles

Research suggests that sustainability may not be sufficient to yield a competitive advantage. Building on the resource-based view, this research evaluates three questions: (1) Can using sustainability as a differentiator lead to consumers choosing sustainable products? (2) Does product sustainability appeal more to environmentally concerned consumers? (3) Does product sustainability appeal more when paired with innovation? To test the hypotheses, an online survey of 344 US respondents was conducted. Consumers were given a hypothetical budget for an office chair and asked to choose between two products at a time. Hypotheses were tested with frequency and Chisquare tests and logistic regression. …


“It's So Normal, And … Meaningful.” Playing With Narrative, Artifacts, And Cultural Difference In Florence, Dheepa Sundaram, Owen Gottlieb Aug 2022

“It's So Normal, And … Meaningful.” Playing With Narrative, Artifacts, And Cultural Difference In Florence, Dheepa Sundaram, Owen Gottlieb

Articles

This article considers how player interactions with religious and ethnic markers, create

a globalized game space in the mobile game Florence (2018). Florence is a multiaward-

winning interactive novella game with story-integrated minigames that weave

play experiences into the narrative. The game, in part, explores love, loss, and

rejuvenation as relatable experiences. Simultaneously, the game produces a unique

experience for each player, as they can refract the game narrative through their own

cultural, identitarian lens. The game assumes the shared cultural space of the player,

the player-character (PC), and the non-player-character (NPC) while blurring the

boundaries between each of these …


What Is A Metaphorical Collocation?, Jakob Patekar Jul 2022

What Is A Metaphorical Collocation?, Jakob Patekar

Articles

In research on collocations published in English we encounter, albeit rarely, the use of the notion “metaphorical collocations”. It is interesting to note that seldom if ever are metaphorical collocations defined in any way in these studies, suggesting that researchers find the term self-explanatory. However, seeing that metaphorical collocations are an exciting area of research that is yet to draw attention from the wider community ofresearchers, the aim of this paper is to analyze the current understanding of what a metaphorical collocation is by examining the theoretical foundations as well as studies, specifically those published in English (as the language …


Profiling Food Festivals By Type, Name And Descriptive Content: A Population Level Study, Muhammet Kesgin, Rajendran S. Murthy, Rick Lagiewski Nov 2021

Profiling Food Festivals By Type, Name And Descriptive Content: A Population Level Study, Muhammet Kesgin, Rajendran S. Murthy, Rick Lagiewski

Articles

Purpose: This research aims to classify and describe food festivals and examine the patterns in food festival naming and festival descriptions in online media. Design: This research represents the first population-level empirical examination of food festivals in the United States using a purpose-built dataset (N=2626). Methodology includes text mining to examine food festival communications. Findings: Food festival size varies across local and regional spheres within the country. Food festivals employ geographical (place-, destination-based) associations in their names. Food festivals’ descriptions and online communications showcase a welcoming environment predominantly emphasizing family-oriented and live entertainment experiences. Food festivals across the country show …


Automaticity Of Lexical Access In Deaf And Hearing Bilinguals: Cross-Linguistic Evidence From The Color Stroop Task Across Five Languages, Rain G. Bosworth, Sarah C. Tyler, Eli M. Binder, Jill P. Morford Mar 2021

Automaticity Of Lexical Access In Deaf And Hearing Bilinguals: Cross-Linguistic Evidence From The Color Stroop Task Across Five Languages, Rain G. Bosworth, Sarah C. Tyler, Eli M. Binder, Jill P. Morford

Articles

The well-known Stroop interference effect has been instrumental in revealing the highly automated nature of lexical processing as well as providing new insights to the underlying lexical organization of first and second languages within proficient bilinguals. The present cross-linguistic study had two goals: 1) to examine Stroop interference for dynamic signs and printed words in deaf ASL-English bilinguals who report no reliance on speech or audiological aids; 2) to compare Stroop interference effects in several groups of bilinguals whose two languages range from very distinct to very similar in their shared orthographic patterns: ASL-English bilinguals (very distinct), Chinese-English bilinguals (low …


Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb Jan 2021

Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb

Articles

This chapter presents the use of Lost & Found – a purpose-built tabletop to mobile game series – to teach medieval religious legal systems. The series aims to broaden the discourse around religious legal systems and to counter popular depiction of these systems which often promote prejudice and misnomers. A central element is the importance of contextualizing religion in period and locale. The Lost & Found series uses period accurate depictions of material culture to set the stage for play around relevant topics – specifically how the law promoted collaboration and sustainable governance practices in Fustat (Old Cairo) in twelfth-century …


Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb Oct 2020

Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb

Articles

In 2013, a boy with special needs used the video game Minecraft to deliver the sermon at his bar mitzvah at a Reform synagogue, an apparently unique ritual phenomenon to this day. Using a narrative inquiry approach, this article examines two rabbis’ negotiations with new media, leading up to, during, and upon reflection after the event. The article explores acceptance, innovation, and validation of new media in religious practice, drawing on Campbell’s (2010) framework for negotiation of new media in religious communities. Clergy biography, philosophy, and institutional context all impact the negotiations with new media. By providing context of a …


Children’S Ethno-National Flag Categories In Three Divided Societies, Edona Maloku, Jocelyn B. Dautel, Ana Tomovska Misoska, Laura K. Taylor Oct 2020

Children’S Ethno-National Flag Categories In Three Divided Societies, Edona Maloku, Jocelyn B. Dautel, Ana Tomovska Misoska, Laura K. Taylor

Articles

Flags are conceptual representations that can prime nationalism and allegiance to one’s group. Investigating children’s understanding of conflict-related ethno-national flags in divided societies sheds light on the development of national categories. We explored the development of children’s awareness of, and preferences for, ethno-national flags in Northern Ireland, Kosovo, and the Republic of North Macedonia. Children displayed early categorization of, and ingroup preferences for, ethno-national flags. By middle-childhood, children’s conflict-related social categories shaped systematic predictions about other’s group-based preferences for flags. Children of minority-status groups demonstrated more accurate flag categorization and were more likely to accurately infer others’ flag preferences. While …


Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber Sep 2020

Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber

Articles

This chapter explores what the authors discovered about analog games and game design during the many iterative processes that have led to the Lost & Found series, and how they found certain constraints and affordances (that which an artifact assists, promotes or allows) provided by the boardgame genre. Some findings were counter-intuitive. What choices would allow for the modeling of complex systems, such as legal and economic systems? What choices would allow for gameplay within the time of a class-period? What mechanics could promote discussions of tradeoff decisions? If players are expending too much cognition on arithmetic strategizing, could that …


Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber Jan 2020

Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber

Articles

Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on the evolution of the design of the mechanics and core systems in the first two tabletop games in the series, informed by over three and a half years’ worth of design notes, playable prototypes, outside design consultations, internal design reviews, playtests, and interviews.


Jewish Time Jump: New York, Owen Gottlieb Nov 2019

Jewish Time Jump: New York, Owen Gottlieb

Articles

Jewish Time Jump: New York (Gottlieb & Ash, 2013) is a place-based mobile augmented reality game and simulation that takes the form of a situated documentary. Players take on the role of time traveling reporters tracking down a story “lost to time” to bring back to their editor at the Jewish Time Jump Gazette. The game is played in Washington Square Park in Greenwich Village, New York City. Players’ iPhones become their time traveling device and companion. Based on the player’s GPS location, players receive digital images from their location from over a hundred years in the past as well …


Stimulating Interethnic Contact In Kosovo: The Role Of Social Identity Complexity And Distinctiveness Threat, Edona Maloku, Belle Derks, Colette Van Laar, Naomi Ellemers Dec 2018

Stimulating Interethnic Contact In Kosovo: The Role Of Social Identity Complexity And Distinctiveness Threat, Edona Maloku, Belle Derks, Colette Van Laar, Naomi Ellemers

Articles

The positive effects of intergroup contact on prejudice reduction have been widely validated by now. However, the potential of contact for intergroup relations is only available when there is readiness to have contact with outgroup members to begin with. In two correlational studies with the main ethnic groups in postconflict Kosovo, Albanian majority (Study 1, N = 221) and Serb minority (Study 2, N = 110), we examine how social identity complexity mechanism and distinctiveness threat contribute to predicting more readiness to have contact with outgroup members. As the establishment of a new national identity unfolds, we show that while …


Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb Oct 2018

Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb

Articles

Lost & Found is a game series, created at the Initiative for

Religion, Culture, and Policy at the Rochester Institute of

Technology MAGIC Center.1 The series teaches medieval

religious legal systems. This article uses the first two games

of the series as a case study to explore a particular set of

processes to conceive, design, and develop games for learning.

It includes the background leading to the author's work

in games and teaching religion, and the specific context for

the Lost & Found series. It discusses the rationale behind

working to teach religious legal systems more broadly, then

discuss the …


Improving Operator Situation Awareness By Phasor Measurement Unit (Pmu) Data Visualization, Esa M. Rantanen, Ernest Fokoue, Jacob Haut, Chandini Ramesh, Kathleen Gegner, Thomas Overbye, Komal Shetye May 2018

Improving Operator Situation Awareness By Phasor Measurement Unit (Pmu) Data Visualization, Esa M. Rantanen, Ernest Fokoue, Jacob Haut, Chandini Ramesh, Kathleen Gegner, Thomas Overbye, Komal Shetye

Articles

The application of phasor measurement unit (PMU) data in the power industry is currently an area of intense interest. The key driver for PMU technology is to use the precise time sources provided by Global Positioning System (GPS) satellites to accurately measure the relative voltage and current phase angles at buses across an interconnect at a very high sampling rate. Presenting PMU data to power system operators in a format that is truly useful for them and that affords improved situation awareness (SA) and fast and accurate decision making is a particular challenge to display design. This report describes development …


Why Wikipedia Often Overlooks Stories Of Women In History, Lara Nicosia, Tamar Carroll Mar 2018

Why Wikipedia Often Overlooks Stories Of Women In History, Lara Nicosia, Tamar Carroll

Articles

Wikipedia's reliance on a volunteer editing base has resulted in a gender bias both in the quantity and quality of content around women. With less than 20% of Wikipedia's editors identifying as women, only 30% of biographical entries have been written about women and entries on women tend to be shorter and more focused on relationships and family roles than entries on men. This article explores the causes of Wikipedia's gender bias and offers ways that both individuals and institutions can help improve Wikipedia's content around women.


Prosocial Religion And Games: Lost & Found, Owen Gottlieb, Ian Schreiber Jan 2018

Prosocial Religion And Games: Lost & Found, Owen Gottlieb, Ian Schreiber

Articles

In a time when religious legal systems are discussed without an understanding of history or context, it is more important than ever to help widen the understanding and discourse about the prosocial aspects of religious legal systems throughout history. The Lost & Found (www.lostandfoundthegame.com) game series, targeted for an audience of teens through twentysomethings in formal, learning environments, is designed to teach the prosocial aspects of medieval religious systems—specifically collaboration, cooperation, and the balancing of communal and individual/family needs. Set in Fustat (Old Cairo) in the 12th century, the first two games in the series address laws in Moses Maimonides’ …


Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb Dec 2017

Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb

Articles

This article provides context for and examines aspects of the design process of a game for learning. Lost & Found (2017a, 2017b) is a tabletop-to-mobile game series designed to teach medieval religious legal systems, beginning with Moses Maimonides’ Mishneh Torah (1180), a cornerstone work of Jewish legal rabbinic literature. Through design narratives, the article demonstrates the complex design decisions faced by the team as they balance the needs of player engagement with learning goals. In the process the designers confront challenges in developing winstates and in working with complex resource management. The article provides insight into the pathways the team …


Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb Dec 2017

Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb

Articles

The study of Judaism, Jewish civilizationi, and games is currently comprised of projects of a rather small set of game scholars. A sample of our work is included in this issue.


Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb May 2017

Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb

Articles

This paper presents a case study drawn from design-based research (DBR) on a mobile, place-based augmented reality history game. Using DBR methods, the game was developed by the author as a history learning intervention for fifth to seventh graders. The game is built upon historical narratives of disenfranchised populations that are seldom taught, those typically relegated to the 'null curriculum'. These narratives include the stories of women immigrant labour leaders in the early twentieth century, more than a decade before suffrage. The project understands the purpose of history education as the preparation of informed citizens. In paying particular attention to …


Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb Jan 2017

Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb

Articles

How can Design-Based Research (DBR) be used in the study of video games, religious literacy, and learning? DBR uses a variety of pragmatically selected mixed methods approaches to design learning interventions. Researchers, working with educators and learners, design and co-design learning artifacts and environments. They analyze those artifacts and environments as they are used by educators and learners, and then iterate based on mixed methods data analysis. DBR is suited for any "rich contextualized setting in which people have agency." (Hoadley 2013) such as formal or informal learning environments.

The case covered in this chapter is a mobile Augmented Reality …


Improving Operator Situational Awareness With Wide Area Geographic Data View Displays Of The Electric Power Grid, Esa M. Rantanen, Limor Hochberg, Diego Klabjan, Mingyang Di Sep 2015

Improving Operator Situational Awareness With Wide Area Geographic Data View Displays Of The Electric Power Grid, Esa M. Rantanen, Limor Hochberg, Diego Klabjan, Mingyang Di

Articles

To reduce clutter on wide-area geographic data view displays of electric power systems, substations in geographically compact areas should be spread out and line overlaps and intersections minimized. Such pat- terns optimized with respect to given constraints can be modeled as a multicommodity flow problem. Due to the size of the developed model, we developed two clustering-based iterative algorithms to decompose the global network into smaller regions and then iteratively solve the subproblem in each region by readjusting some values. Three solutions were selected for experimental evaluation. The experimental results were somewhat inconclusive, due to naïve participants, simple task, and …


Occupy Judaism: Religion, Digital Media, And The Public Sphere, Ayala Fader, Owen Gottlieb Jul 2015

Occupy Judaism: Religion, Digital Media, And The Public Sphere, Ayala Fader, Owen Gottlieb

Articles

This article provides an analysis of Occupy Judaism, an explicitly religious expression of Jewish protest, which occurred simultaneously with Occupy Wall Street, the direct-democracy movement of 2011. Occupy Judaism, like Occupy Wall Street, took place both in physical spaces of protest in New York City and digitally, through mobilizing and circulating debate. The article focuses on the words and actions of Daniel Sieradski, the public face and one of the key founders of Occupy Judaism, supplemented by the experiences of others in Occupy Judaism, Occupy Wall Street, and Occupy Faith (a Protestant clergy-led initiative). We investigate what qualified as religion …


Case Study Two: Jewish Time Jump: New York, Owen Gottlieb Oct 2014

Case Study Two: Jewish Time Jump: New York, Owen Gottlieb

Articles

Gottlieb presents an early case study of his mobile augmented reality game Jewish Time Jump: New York design on the ARIS platform for the iPhone and iPad (iOS). The game is set on-location in Washington Square Park in New York city. Players in 5th-7th grade take on the role of time-traveling reporters, landing on site on the eve of the Uprising of 20,000, the largest women-led strike in U.S. History. Based on their GPS location they receive media from over 100 years in the past, interactive with digital characters as they work to gather a story for the fictional Jewish …