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Article
Publication date: 14 September 2020

Christopher S. Koper, Cynthia Lum, Xiaoyun Wu and Noah Fritz

To measure the practice and management of proactive policing in local American police agencies and assess them in comparison to recommendations of the National Academies of…

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Abstract

Purpose

To measure the practice and management of proactive policing in local American police agencies and assess them in comparison to recommendations of the National Academies of Sciences (NAS) Committee on Proactive Policing.

Design/methodology/approach

A survey was conducted with a national sample of American police agencies having 100 or more sworn officers to obtain detailed information about the types of proactive work that officers engage in, to quantify their proactive work and to understand how the agencies measure and manage those activities. Responding agencies (n = 180) were geographically diverse and served populations of approximately half a million persons on average.

Findings

Proactivity as practiced is much more limited in scope than what the NAS envisions. Most agencies track only a few forms of proactivity and cannot readily estimate how much uncommitted time officers have available for proactive work. Measured proactivity is mostly limited to traffic stops, business and property checks and some form of directed or general preventive patrol. Many agencies have no formal policy in place to define or guide proactive activities, nor do they evaluate officer performance on proactivity with a detailed and deliberate rubric.

Originality/value

This is the first national survey that attempts to quantify proactive policing as practiced broadly in the United States. It provides context to the NAS recommendations and provides knowledge about the gap between practice and those recommendations.

Details

Policing: An International Journal, vol. 43 no. 5
Type: Research Article
ISSN: 1363-951X

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Book part
Publication date: 22 November 2018

Ronald Deckert, Felix Heymann and Maren Metz

Game-based learning or simulation-based learning – especially Serious Games – are notions of the contemporary discourse on digitalisation in the higher education sector in…

Abstract

Game-based learning or simulation-based learning – especially Serious Games – are notions of the contemporary discourse on digitalisation in the higher education sector in Germany. These methods offer a more vivid and motivating learning context and they help to improve important competencies for reaching work-related higher education goals. This explorative study focuses on experts’ experiences with digital and non-digital serious games and their contribution towards developing self, social and management competencies, in the Bundeswehr Command and Staff College in Hamburg (Germany). Whilst there are numerous opportunities for using serious games in higher education, their use creates barriers for addressing social, as well as leadership/management competencies. In the future, game-based learning – and more specifically, digital game-based learning – could challenge the relation between learning as hard work and learn for fun, and between explicit and goal-oriented learning and implicit, incidental and explorative learning.

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Book part
Publication date: 15 May 2018

Crystal Abidin

Abstract

Details

Internet Celebrity: Understanding Fame Online
Type: Book
ISBN: 978-1-78756-079-6

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Article
Publication date: 29 December 2023

Noah Ray and Il Yong Kim

Fiber reinforced additive manufacturing (FRAM) is an emerging technology that combines additive manufacturing and composite materials. As a result, design freedom offered by the…

207

Abstract

Purpose

Fiber reinforced additive manufacturing (FRAM) is an emerging technology that combines additive manufacturing and composite materials. As a result, design freedom offered by the manufacturing process can be leveraged in design optimization. The purpose of the study is to propose a novel method that improves structural performance by optimizing 3D print orientation of FRAM components.

Design/methodology/approach

This work proposes a two-part design optimization method that optimizes 3D global print orientation and topology of a component to improve a structural objective function. The method considers two classes of design variables: (1) print orientation design variables and (2) density-based topology design variables. Print orientation design variables determine a unique 3D print orientation to influence anisotropic material properties. Topology optimization determines an optimal distribution of material within the optimized print orientation.

Findings

Two academic examples are used to demonstrate basic behavior of the method in tension and shear. Print orientation and sequential topology optimization improve structural compliance by 90% and 58%, respectively. An industry-level example, an aerospace component, is optimized. The proposed method is used to achieve an 11% and 15% reduction of structural compliance compared to alternative FRAM designs. In addition, compliance is reduced by 43% compared to an equal-mass aluminum design.

Originality/value

Current research surrounding FRAM focuses on the manufacturing process and neglects opportunities to leverage design freedom provided by FRAM. Previous FRAM optimization methods only optimize fiber orientation within a 2D plane and do not establish an optimized 3D print orientation, neglecting exploration of the entire orientation design space.

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Book part
Publication date: 11 December 2024

Renata Nowakowska-Siuta

Comparative analyses in education science have traditionally focused on the category of geographic location as the comparative unit. However, comparison may involve many other…

Abstract

Comparative analyses in education science have traditionally focused on the category of geographic location as the comparative unit. However, comparison may involve many other units of analysis, such as culture, politics, curricula, education systems, social phenomena, and other categories of the lives of societies. Still, categories are inseparably linked to one or several geographic locations. Comparative approaches are often also dictated by the availability heuristic. Studying geographic units as the foci of comparative research is a necessary step for comparative presentation of the topic. According to Bray and Thomas, a researcher must always seek preliminary insight in the geographic unit to be analyzed before making the comparison. In social science research, a unit of analysis relates to the main object of the research, as it answers the question of “who” or “what” is going to be analyzed. The most common units of analysis are people, groups, organizations, artifacts or phenomena, and social interactions. Ragin and Amoroso have noted that comparative methods can be used to explain the commonness or diversity of results. This paper shows how comparative research can be approached in ways that have not been discussed, grounded in the historically variable understanding of the very term “comparison.” They are, for example, The Ogden-Richards triangle, The Porphyrian Tree, Classification strategies – Mill’s Canons, The chaos of the world – the order of science, Weber’s ideal types, Raymond Boudon’s formula, and the Möbius strip in comparativism.

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Article
Publication date: 1 January 1980

Alice Smith

This section of the survey is concerned with the historical development of English language dictionaries for children and young people through beginning college years. Excluded…

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Abstract

This section of the survey is concerned with the historical development of English language dictionaries for children and young people through beginning college years. Excluded are dictionaries of eponyms, etymologies, foreign words and phrases, homonyms and homophones, regional dialect, rhymes, slang, synonyms and homonyms and other compendiums of silmilar nature. Thesauri are briefly touched upon. These limitations apply solely to this section of the column; new reference books received by the writer, no matter what their category, are reviewed in Part II.

Details

Reference Services Review, vol. 8 no. 1
Type: Research Article
ISSN: 0090-7324

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Book part
Publication date: 22 May 2019

Greg Morgan

Abstract

Details

Rewriting Leadership with Narrative Intelligence: How Leaders Can Thrive in Complex, Confusing and Contradictory Times
Type: Book
ISBN: 978-1-78756-776-4

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Book part
Publication date: 12 December 2024

Kamilla Knutsen Steinnes

Playing online games is a highly gendered consumption activity. While female players are objectified and harassed within the gaming community, male players tend to be stigmatized…

Abstract

Playing online games is a highly gendered consumption activity. While female players are objectified and harassed within the gaming community, male players tend to be stigmatized through unfavorable stereotypes. More than a label of players, ‘gamer’ forms an identity that can grant membership in gaming communities. The gamer identity is defined through consumption, yet material elements have been granted a minor role within studies of gender identity in video games. Through 41 play-along interviews with children and youth aged 10–24 years, this article seeks to understand how consumption patterns shape and reinforce gender identities in games, and by which market mechanisms gendered consumption patterns are maintained. By drawing on Social Identity Theory, the findings suggest ‘legitimate’ gaming is associated with gendered expectations for the choice of gaming consoles, types of games, and in-game products. These expectations are organized within a hierarchy among players, where certain consumption patterns are assigned greater value. When female players adhere to these consumption patterns, they may face harassment and strategic disadvantages. Additionally, transactional interactions between genders and household dynamics imply female dependence. These gendered consumption patterns are encouraged and enabled through market mechanisms such as game design and marketing ideas. The findings are discussed in terms of how gendered consumption influences membership in the gaming culture and encourages the promotion of inclusion in game design and gaming platforms.

Details

Consumers and Consumption in Comparison
Type: Book
ISBN: 978-1-83549-315-1

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Article
Publication date: 16 June 2021

Robert James Thomas, Gareth Reginald Terence White and Anthony Samuel

The purpose of this research is to understand what motivates 7–11-year-old children to participate in online brand communities (OBCs). Prior research has concentrated on…

803

Abstract

Purpose

The purpose of this research is to understand what motivates 7–11-year-old children to participate in online brand communities (OBCs). Prior research has concentrated on prescriptive product categories (games and gaming), predominantly adolescent groups and the social aspects of community engagement and actual behaviour within communities, rather than the motivations to participate with the OBC. This has ultimately limited what has been gleaned, both theoretically and managerially, from this important segment.

Design/methodology/approach

An interpretive, longitudinal position is adopted, using a sample of 261 children (113 male and 148 female) from across the UK, using event-based diaries over a 12-month period, generating 2,224 entries.

Findings

Data indicate that children are motivated to participate in a brand community for four reasons: to support and ameliorate pre-purchase anxieties, resolve interpersonal conflicts, exact social dominance in terms of product ownership and perceptions of product knowledge and to actively engage in digitalised pester power. The study also reveals that certain motivational aspects such as conflict resolution and exacting dominance, are gender-specific.

Research limitations/implications

Knowledge of children’s motivation to engage with OBCs is important for marketers and brand managers alike as the data reveal markedly different stimuli when compared to known adult behaviours in the field. Given the nature of the study, scope exists for significant future research.

Practical implications

The study reveals behaviours that will assist brand managers in further understanding the complex and untraditional relationships that children have with brands and OBCs.

Originality/value

This study makes a novel examination of a hitherto little-explored segment of consumers. In doing so, it uncovers the theoretical and practical characteristics of child consumers that contemporary, adult-focussed literature does not recognise. The paper makes an additional contribution to theory by positing four new behavioural categories relating to community engagement – dependers, defusers, demanders and dominators – and four new motivational factors which are fundamentally different from adult taxonomies – social hegemony, parental persuasion, dilemma solving and conflict resolution.

Details

European Journal of Marketing, vol. 55 no. 8
Type: Research Article
ISSN: 0309-0566

Keywords

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Book part
Publication date: 25 November 2024

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Abstract

Details

The Ethics Gap in the Engineering of the Future
Type: Book
ISBN: 978-1-83797-635-5

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