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Sökning: WFRF:(Rogers Katja)

  • Resultat 1-9 av 9
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  • Breznau, Nate, et al. (författare)
  • Observing many researchers using the same data and hypothesis reveals a hidden universe of uncertainty
  • 2022
  • Ingår i: Proceedings of the National Academy of Sciences of the United States of America. - : National Academy of Sciences. - 0027-8424 .- 1091-6490. ; 119:44
  • Tidskriftsartikel (refereegranskat)abstract
    • This study explores how researchers analytical choices affect the reliability of scientific findings. Most discussions of reliability problems in science focus on systematic biases. We broaden the lens to emphasize the idiosyncrasy of conscious and unconscious decisions that researchers make during data analysis. We coordinated 161 researchers in 73 research teams and observed their research decisions as they used the same data to independently test the same prominent social science hypothesis: that greater immigration reduces support for social policies among the public. In this typical case of social science research, research teams reported both widely diverging numerical findings and substantive conclusions despite identical start conditions. Researchers expertise, prior beliefs, and expectations barely predict the wide variation in research outcomes. More than 95% of the total variance in numerical results remains unexplained even after qualitative coding of all identifiable decisions in each teams workflow. This reveals a universe of uncertainty that remains hidden when considering a single study in isolation. The idiosyncratic nature of how researchers results and conclusions varied is a previously underappreciated explanation for why many scientific hypotheses remain contested. These results call for greater epistemic humility and clarity in reporting scientific findings.
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  • Jallow, Muminatou, et al. (författare)
  • Genome-wide and fine-resolution association analysis of malaria in West Africa.
  • 2009
  • Ingår i: Nature Genetics. - : Springer Science and Business Media LLC. - 1061-4036 .- 1546-1718. ; , s. 657-665
  • Tidskriftsartikel (refereegranskat)abstract
    • We report a genome-wide association (GWA) study of severe malaria in The Gambia. The initial GWA scan included 2,500 children genotyped on the Affymetrix 500K GeneChip, and a replication study included 3,400 children. We used this to examine the performance of GWA methods in Africa. We found considerable population stratification, and also that signals of association at known malaria resistance loci were greatly attenuated owing to weak linkage disequilibrium (LD). To investigate possible solutions to the problem of low LD, we focused on the HbS locus, sequencing this region of the genome in 62 Gambian individuals and then using these data to conduct multipoint imputation in the GWA samples. This increased the signal of association, from P = 4 x 10(-7) to P = 4 x 10(-14), with the peak of the signal located precisely at the HbS causal variant. Our findings provide proof of principle that fine-resolution multipoint imputation, based on population-specific sequencing data, can substantially boost authentic GWA signals and enable fine mapping of causal variants in African populations.
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  • Kriglstein, Simone, et al. (författare)
  • Special Interest Group : The Present and Future of Esports in HCI
  • 2021
  • Ingår i: Extended abstracts of the 2021 CHI conference on human factors in computing systems (CHI'21). - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450380959
  • Konferensbidrag (refereegranskat)abstract
    • Rapidly gaining in mainstream appeal, esports constitute a phenomenon at the intersection of different Human-Computer Interaction (HCI) perspectives-relating to games user research, multifaceted aspects of game design for performance and entertainment, design and support of social or interpersonal interaction, inclusion vs. toxicity in online communities, visualization of esports data, subdomains like physical esports, as well as connections with education and health contexts. This special interest group (SIG) will provide a space for HCI researchers and practitioners to connect and discuss themes at the intersection of HCI and esports. It will serve as a starting point for mapping the esports design and research landscape in order to identify and pursue opportunities for research, to increase awareness for collaboration in this domain within the HCI community, to share experiences and knowledge, and to establish a community to shape the future of esports.
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  • Márquez Segura, Elena, et al. (författare)
  • Exploring the Design Space of Immersive Social Fitness Games : The ImSoFit Games Model
  • 2021
  • Ingår i: CHI '21. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450380966 ; , s. 1-14
  • Konferensbidrag (refereegranskat)abstract
    • The design space of social exergames remains narrow despite the many benefits of playing and exercising together. Towards opening this design space, we followed a Research through Design (RtD) approach focused on exergames that can be fun and immersive social training experiences. Through embodied sketching activities with designers and 10 pairs of players, we explored future games for the ExerCube, an immersive exergame platform. Our work contributes with forms of intermediate-level knowledge: a design space model (the Immersive Social Fitness—ImSoFit—Games model); and a novel design vocabulary including new bodily orientations in co-located physical interaction. We illustrate their use and value scrutinizing three of our games and applying three analytical lenses to 1) understand how design choices impact how players move together; 2) evaluate design expectations and analyze players’ behavior in relation to design choices; and 3) potentially extend the design space of immersive co-located social fitness games. 
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  • Martin-Niedecken, Anna Lisa, et al. (författare)
  • ExerCube vs. Personal Trainer : Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup
  • 2019
  • Ingår i: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450359702 ; , s. 1-15
  • Konferensbidrag (refereegranskat)abstract
    • Today's spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack in focus on attractiveness and effectiveness, which should be addressed on the levels of body, controller, and game scenario following a holistic design approach. To contribute to this topic and as a proof-of-concept, we designed the ExerCube, an adaptive fitness game setup. We evaluated participants’ multi-sensory and bodily experiences with a non-adaptive and an adaptive ExerCube version and compared them with personal training to reveal insights to inform the next iteration of the ExerCube. Regarding flow, enjoyment and motivation, the ExerCube is on par with personal training. Results further reveal differences in perception of exertion, types and quality of movement, social factors, feedback, and audio experiences. Finally, we derive considerations for future research and development directions in holistic fitness game setups.
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9.
  • Martin-Niedecken, Anna Lisa, et al. (författare)
  • Towards Socially Immersive Fitness Games : An Exploratory Evaluation Through Embodied Sketching
  • 2019
  • Ingår i: CHI PLAY '19 Extended Abstracts. - New York, NY, USA : ACM Digital Library. - 9781450368711 ; , s. 525-534
  • Konferensbidrag (refereegranskat)abstract
    • Despite many benefits of playing and exercising together in terms of motivation, engagement, and social relationships, many exergames are designed to be single player, while others implement only a facade of social play (e.g., leaderboards). The challenge remains: how can exergames be designed to balance fun, exertion, and social connection? In this work, we ran an embodied sketching activity with multiplayer variations of the Sphery Racer mixed-reality fitness game, allowing us to test physical and social game mechanics. We discuss here: i) preliminary results on how these variations support a rich training and social experience; and ii) the potential of our method to surface interesting design directions. These contributions can inspire others designing in this domain, and support the development of a rich design space for co-located exergames.
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  • Resultat 1-9 av 9

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