The ongoing emission of greenhouse gases is triggering changes in many climate hazards that can impact humanity. We found traceable evidence for 467 pathways in which human health, water, food, economy, infrastructure, and security have been recently impacted by climate hazards such as warming, heatwaves, precipitation, drought, floods, fires, storms, sea level rise, and changes in natural land cover and ocean chemistry. By 2100, the world's population will be exposed concurrently to the equivalent of the largest magnitude in one of these hazards if greenhouse gasses are aggressively reduced or three if they are not, with some tropical coastal areas facing up to six hazards concurrently. These findings highlight that greenhouse gas emissions pose a broad threat to humanity by simultaneously intensifying many hazards that have been harmful to numerous aspects of human life.Ongoing greenhouse gas emissions are simultaneously shifting many elements of Earth's climate beyond thresholds that can impact humanity 1 . By affecting the balance between incoming solar radiation and outgoing infrared radiation, man-made greenhouse gases are increasing the Earth's energy budget ultimately leading to warming 1 . Given interconnected physics, warming can affect other aspects of the Earth's climate system 2 . For instance, by enhancing water evaporation and increasing the air's capacity to hold moisture, warming can lead to drought in commonly dry places, in turn ripening conditions for wildfires and heatwaves when heat transfer from water evaporation ceases. There are opposite responses in commonly humid places where constant evaporation leads to more precipitation, which is commonly followed by floods due to soil saturation. The oceans have the added effect of sea warming, which enhances evaporation and wind speeds, intensifying downpours and the strength of storms, whose surges can be aggravated by sea level rise resulting from the larger volume occupied by warmed water molecules and melting land ice. Other inter-related changes in the ocean include acidification as CO2 mixes with water to form carbonic acid, and reduced oxygen due to warming reducing oxygen solubility and affecting circulation patterns and the mixing of surface waters rich in oxygen with deeper oxygen-poor water. These climate hazards and their impacts on human societies occur naturally but are being nontrivially intensified by man-made greenhouse gas emissions, as demonstrated by an active research on detection and attribution (discussed under Caveats in the Methods section). With few exceptions 3 , changes in these hazards have been studied in isolation whereas impact assessments have commonly focused on specific aspects of human life. Unfortunately, the failure to integrate available information most likely underestimates the impacts of climate change because i) one hazard may be important in one place but not another, ii) strong CO2 reductions may curb some but not all hazards (See Fig. S1), and iii) not all aspects of human systems are equally challenge...
Children’s math learning (N = 217; Mage = 4.87 years; 63% European American, 96% college‐educated families) from an intelligent character game was examined via social meaningfulness (parasocial relationships [PSRs]) and social contingency (parasocial interactions, e.g., math talk). In three studies (data collected in the DC area: 12/2015–10/2017), children’s parasocial relationships and math talk with the intelligent character predicted quicker, more accurate math responses during virtual game play. Children performed better on a math transfer task with physical objects when exposed to an embodied character (Study 2), and when the character used socially contingent replies, which was mediated by math talk (Study 3). Results suggest that children’s parasocial relationships and parasocial interactions with intelligent characters provide new frontiers for 21st century learning.
The game industry and related research communities have shown a surge of interest in reality-based interfaces that create "embodied" game play experiences. Handheld AR (HAR) is a reality-based interface that renders digital objects onto a player's perception of the physical world. HAR creates a hybrid space in which players can leverage their existing physical and social skills to interact with the game system and with each other. Although HAR has received some attention in the world of handheld gaming, there is little research that summarizes and communicates design principles and implications across multiple examples. In this paper, we analyze and generate design lessons from dozens of HAR games, drawn from academic and commercial AR games, and also our years of experience designing and teaching HAR game design. We summarize our experience in this new field into a set of design "pre-patterns" as a means of formalizing significant design lessons derived from these existing practices into repeatable principles and solutions. We contribute to both the game and interaction design communities with pre-patterns that support embodied game play. KEYWORDS:Handheld augmented reality interface, design patterns, game design, game interface. As new designers and researchers approach HAR technology, they are asking themselves similar questions. What kind of experience can HAR support and create for the player, aside from the shear "novelty" of the interface? What are the constraints and complexities that this technology adds? How can we transform embodied interaction with a HAR interface into meaningful embodied game play? Both AR research and game design communities have something to contribute to the discussion. AR researchers have investigated the affordances and constraints of AR interfaces [11,12], and empirically examined AR systems in a number of contexts, including collaborative work, instructor support, learning, and games [7,[13][14][15][16][17][18]. Game designers are familiar with game elements and conventions that are critical for enjoyable game experiences. We hope to bridge this discussion between the two communities by presenting our results as a collection of design pre-patterns for HAR games. INDEX TERMS:Design pattern research is a tool to capture and communicate repeated solutions for recurring problems in the field [19][20][21]. Although it was first created in the context of the mature field of architecture, recent research has suggested the idea that sharing design knowledge might also be appropriate for less mature design domains, such as ubiquitous computing and home technology [22,23]. Recognizing that HAR game design is a nascent, fast-growing domain, we adopt the term "pre-patterns" in our work, which has been used to identify patterns that focus on summarizing ongoing practice to inspire new design.In this paper, we present nine design pre-patterns that leverage four kinds of embodied human skills [4]. Different from software engineering design patterns, where the "problems" are usually ...
Conservation genetic approaches for elasmobranchs have focused on regions of the mitochondrial genome or a handful of nuclear microsatellites. High-throughput sequencing offers a powerful alternative for examining population structure using many loci distributed across the nuclear and mitochondrial genomes. These single nucleotide polymorphisms are expected to provide finer scale and more accurate population level data; however, there have been few genomic studies applied to elasmobranch species. The desire to apply next-generation sequencing approaches is often tempered by the costs, which can be offset by pooling specimens prior to sequencing (pool-seq). In this study, we assess the utility of pool-seq by applying this method to the same individual silky sharks, Carcharhinus falciformis, previously surveyed with the mtDNA control region in the Atlantic and Indian Oceans. Pool-seq methods were able to recover the entire mitochondrial genome as well as thousands of nuclear markers. This volume of sequence data enabled the detection of population structure between regions of the Atlantic Ocean populations, undetected in the previous study (inter-Atlantic mitochondrial SNPs FST values comparison ranging from 0.029 to 0.135 and nuclear SNPs from 0.015 to 0.025). Our results reinforce the conclusion that sampling the mitochondrial control region alone may fail to detect fine-scale population structure, and additional sampling across the genome may increase resolution for some species. Additionally, this study shows that the costs of analyzing 4,988 loci using pool-seq methods are equivalent to the standard Sanger-sequenced markers and become less expensive when large numbers of individuals (>300) are analyzed.
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