Laurens Weiss and Wolfgang Mathis
The conventional treatment of thermal noise is based on Nyquist’s theorem. This theorem has only been derived for linear, reciprocal (we define “reciprocal networks” as networks…
Abstract
The conventional treatment of thermal noise is based on Nyquist’s theorem. This theorem has only been derived for linear, reciprocal (we define “reciprocal networks” as networks that are built of reciprocal network elements) networks. In this paper a description of thermal noise in reciprocal non‐linear RLC networks is presented. This description is derived from first principles, i.e. from a direct application of non‐equilibrium thermodynamics (irreversible thermodynamics) to electrical networks. As an example, the class of “complete” non‐linear networks is considered. Using the idea of equivalent n‐ports, the theory’s extension to certain classes of transistor circuits should be possible.
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Ruben Bostyn, Laurens Cherchye, Bram De Rock and Frederic Vermeulen
We make use of rich microdata from the Belgian MEqIn survey, which contains detailed information on individual consumption, public consumption inside households, and time use. We…
Abstract
We make use of rich microdata from the Belgian MEqIn survey, which contains detailed information on individual consumption, public consumption inside households, and time use. We explain the observed household behavior by means of a collective model that integrates marriage market restrictions on intrahousehold allocation patterns. We adopt a revealed preference approach that abstains from any functional form assumptions on individual utility functions or intrahousehold decision processes. This allows us to (set) identify the sharing rule, which governs the intrahousehold sharing of time and money, and to quantify economies of scale within households. We use these results to conduct a robust individual welfare and inequality analysis, hereby highlighting the important role of detailed consumption and time use data.
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This is a comparative case study of how three high school history teachers in the U.S.A. use art in their practice. The following research question was investigated: How do…
Abstract
This is a comparative case study of how three high school history teachers in the U.S.A. use art in their practice. The following research question was investigated: How do secondary history teachers incorporate the arts—paintings, music, poems, novels, and films—in their teaching of history and why? Data were collected from three sources: interviews, observations, and classroom materials. Grounded theory was utilized to analyze the data. Findings suggest these teachers use the arts as historical evidence roughly for three purposes: First, to teach the spirit of an age; second, to teach the history of ordinary people invisible in official historical records; and third, to teach, both with and without art, the process of writing history. Two of the three teachers, however, failed to teach historical thinking skills through art.
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Yi Wu, Tianxue Long, Jing Huang, Yiyun Zhang, Qi Zhang, Jiaxin Zhang and Mingzi Li
This study aims to synthesize the existing serious games designed to promote mental health in adolescents with chronic illnesses.
Abstract
Purpose
This study aims to synthesize the existing serious games designed to promote mental health in adolescents with chronic illnesses.
Design/methodology/approach
This study conducted a review following the guidelines of Joanna Briggs Institute and Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews. Searches were conducted in databases PubMed, Scopus, Web of Science, Cochrane Library, cumulative index to nursing and allied health literature, PsycINFO, China national knowledge infrastructure Wanfang, VIP Database for Chinese Technical Periodicals and SinoMed from inception to February 12, 2023.
Findings
A total of 14 studies (describing 14 serious games) for improving the mental health of adolescents with chronic diseases were included. Of all the included games, 12 were not described as adopting any theoretical framework or model. The main diseases applicable to serious games are cancer, type 1 diabetes and autism spectrum disorder. For interventional studies, more than half of the study types were feasibility or pilot trials. Furthermore, the dosage of serious games also differs in each experiment. For the game elements, most game elements were in the category “reward and punishment features” (n = 50) and last was “social features” (n = 4).
Originality/value
Adolescence is a critical period in a person’s physical and mental development throughout life. Diagnosed with chronic diseases during this period will cause great trauma to the adolescents and their families. Serious game interventions have been developed and applied to promote the psychological health field of healthy adolescents. To the best of the authors’ knowledge, this study is the first to scope review the serious game of promoting mental health in the population of adolescents with chronically ill. At the same time, the current study also extracted and qualitatively analyzed the elements of the serious game.