query: Violent Video Games : The Effects on Youth , and Public Policy Implications

positive: Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature. Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. A metaanalytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults. Experimental and nonexperimental studies with males and females in laboratory and field settings support this conclusion. Analyses also reveal that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decreases prosocial behavior.

positive: Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Two studies examined violent video game effects on aggression-related variables. Study 1 found that real-life violent video game play was positively related to aggressive behavior and delinquency. The relation was stronger for individuals who are characteristically aggressive and for men. Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. In both studies, men had a more hostile view of the world than did women. The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term (e.g., laboratory aggression) and the long term (e.g., delinquency).

positive: Effect of Video Game Practice on Spatial Skills in Girls and Boys A study of the effect of video game practice on spatial abilities in girls ond boys wos carried out. Spatial performance, measured using two subtests of a computerized spatial skills battery, was significantly better in boys than in girls during pretest assessment. Subjects then practiced on an action video game, Marble Madness, or a computerized word game, Conjecture. Video game practice wos significantly more effective than the word game in improving spatiol performance on the posttest assessment; there was no significant interaction of gender with experimental treotment. However, video game practice was more effective for children who started out with relatively poor spatial skills. The pattern of results suggests that video games may be useful in equalizing individual differences in spatial skill performance, including those associated with gender.

positive: Contingencies of self-worth. Research on self-esteem has focused almost exclusively on level of trait self-esteem to the neglect of other potentially more important aspects such as the contingencies on which self-esteem is based. Over a century ago, W. James (1890) argued that self-esteem rises and falls around its typical level in response to successes and failures in domains on which one has staked self-worth. We present a model of global self-esteem that builds on James' insights and emphasizes contingencies of self-worth. This model can help to (a) point the way to understanding how self-esteem is implicated in affect, cognition, and self-regulation of behavior; (b) suggest how and when self-esteem is implicated in social problems; (c) resolve debates about the nature and functioning of self-esteem; (d) resolve paradoxes in related literatures, such as why people who are stigmatized do not necessarily have low self-esteem and why self-esteem does not decline with age; and (e) suggest how self-esteem is causally related to depression. In addition, this perspective raises questions about how contingencies of self-worth are acquired and how they change, whether they are primarily a resource or a vulnerability, and whether some people have noncontingent self-esteem.

positive: A cognitive-affective system theory of personality: reconceptualizing situations, dispositions, dynamics, and invariance in personality structure. A theory was proposed to reconcile paradoxical findings on the invariance of personality and the variability of behavior across situations. For this purpose, individuals were assumed to differ in (a) the accessibility of cognitive-affective mediating units (such as encodings, expectancies and beliefs, affects, and goals) and (b) the organization of relationships through which these units interact with each other and with psychological features of situations. The theory accounts for individual differences in predictable patterns of variability across situations (e.g., if A then she X, but if B then she Y), as well as for overall average levels of behavior, as essential expressions or behavioral signatures of the same underlying personality system. Situations, personality dispositions, dynamics, and structure were reconceptualized from this perspective.

negative: Large Margin Metric Learning for Multi-Label Prediction Canonical correlation analysis (CCA) and maximum margin output coding (MMOC) methods have shown promising results for multi-label prediction, where each instance is associated with multiple labels. However, these methods require an expensive decoding procedure to recover the multiple labels of each testing instance. The testing complexity becomes unacceptable when there are many labels. To avoid decoding completely, we present a novel large margin metric learning paradigm for multi-label prediction. In particular, the proposed method learns a distance metric to discover label dependency such that instances with very different multiple labels will be moved far away. To handle many labels, we present an accelerated proximal gradient procedure to speed up the learning process. Comprehensive experiments demonstrate that our proposed method is significantly faster than CCA and MMOC in terms of both training and testing complexities. Moreover, our method achieves superior prediction performance compared with state-of-the-art methods.

negative: AIVAT: A New Variance Reduction Technique for Agent Evaluation in Imperfect Information Games Evaluating agent performance when outcomes are stochastic and agents use randomized strategies can be challenging when there is limited data available. The variance of sampled outcomes may make the simple approach of Monte Carlo sampling inadequate. This is the case for agents playing heads-up no-limit Texas hold’em poker, where manmachine competitions typically involve multiple days of consistent play by multiple players, but still can (and sometimes did) result in statistically insignificant conclusions. In this paper, we introduce AIVAT, a low variance, provably unbiased value assessment tool that exploits an arbitrary heuristic estimate of state value, as well as the explicit strategy of a subset of the agents. Unlike existing techniques which reduce the variance from chance events, or only consider game ending actions, AIVAT reduces the variance both from choices by nature and by players with a known strategy. The resulting estimator produces results that significantly outperform previous state of the art techniques. It was able to reduce the standard deviation of a Texas hold’em poker man-machine match by 85% and consequently requires 44 times fewer games to draw the same statistical conclusion. AIVAT enabled the first statistically significant AI victory against professional poker players in no-limit hold’em. Furthermore, the technique was powerful enough to produce statistically significant results versus individual players, not just an aggregate pool of the players. We also used AIVAT to analyze a short series of AI vs human poker tournaments, producing statistical significant results with as few as 28 matches.

negative:
Methods of suicide: international suicide patterns derived from the WHO mortality database. OBJECTIVE
Accurate information about preferred suicide methods is important for devising strategies and programmes for suicide prevention. Our knowledge of the methods used and their variation across countries and world regions is still limited. The aim of this study was to provide the first comprehensive overview of international patterns of suicide methods.

METHODS
Data encoded according to the International Classification of Diseases (10th revision) were derived from the WHO mortality database. The classification was used to differentiate suicide methods. Correspondence analysis was used to identify typical patterns of suicide methods in different countries by providing a summary of cross-tabulated data.

FINDINGS
Poisoning by pesticide was common in many Asian countries and in Latin America; poisoning by drugs was common in both Nordic countries and the United Kingdom. Hanging was the preferred method of suicide in eastern Europe, as was firearm suicide in the United States and jumping from a high place in cities and urban societies such as Hong Kong Special Administrative Region, China. Correspondence analysis demonstrated a polarization between pesticide suicide and firearm suicide at the expense of traditional methods, such as hanging and jumping from a high place, which lay in between.

CONCLUSION
This analysis showed that pesticide suicide and firearm suicide replaced traditional methods in many countries. The observed suicide pattern depended upon the availability of the methods used, in particular the availability of technical means. The present evidence indicates that restricting access to the means of suicide is more urgent and more technically feasible than ever.

negative: Active Contour Models for Extracting Ground and Forest Canopy Curves from Discrete Laser Altimeter Data The importance of finding efficient ways of quantifying terrestrial carbon stocks at a global scale has increased due to the concerns about global climate change. Exchange of carbon between forests and the atmosphere is a vital component of the global carbon cycle (Nelson et al. 2003). Recent advances in remote sensing technology have facilitated rapid and inexpensive measurements of topography over large areas (Zhang et al. 2003).

negative: Managing Complexity in Aircraft Design Using Design Structure Matrix Modern aerospace systems have reached a level of complexity that requires systematic methods for their design. The development of products in aircraft industry involves numerous engineers from different disciplines working on independent components. Routine activities consume a significant part of aircraft development time. To be competitive, aircraft industry needs to manage complexity and readjust the ratio of innovative versus routine work. Thus, the main objective is to develop an approach that can manage complexity in engineering design, reduce the design cycle time, and reduce the product development cost. The design structure matrix (DSM) is a simple tool to perform both analysis and management of complex systems. It enables the user to model, visualize, and analyze the dependencies among the functional group of any system and derive suggestions for the improvement or synthesis of a system. This article illustrates with a case study how DSM can be used to manage complexity in aircraft design process. The result of implementing the DSM approach for Light Combat Aircraft (Navy) at Hindustan Aeronautics Limited, India, (in aircraft design) show primary benefits of 75% reduction in routine activities, 33% reduction in design cycle time, 50% reduction in rework cost, and 30% reduction in product and process development cost of aircraft.

negative: Polygraph: automatically generating signatures for polymorphic worms It is widely believed that content-signature-based intrusion detection systems (IDS) are easily evaded by polymorphic worms, which vary their payload on every infection attempt. In this paper, we present Polygraph, a signature generation system that successfully produces signatures that match polymorphic worms. Polygraph generates signatures that consist of multiple disjoint content substrings. In doing so, Polygraph leverages our insight that for a real-world exploit to function properly, multiple invariant substrings must often be present in all variants of a payload; these substrings typically correspond to protocol framing, return addresses, and in some cases, poorly obfuscated code. We contribute a definition of the polymorphic signature generation problem; propose classes of signature suited for matching polymorphic worm payloads; and present algorithms for automatic generation of signatures in these classes. Our evaluation of these algorithms on a range of polymorphic worms demonstrates that Polygraph produces signatures for polymorphic worms that exhibit low false negatives and false positives.

negative: A SIFT-Based Forensic Method for Copy–Move Attack Detection and Transformation Recovery One of the principal problems in image forensics is determining if a particular image is authentic or not. This can be a crucial task when images are used as basic evidence to influence judgment like, for example, in a court of law. To carry out such forensic analysis, various technological instruments have been developed in the literature. In this paper, the problem of detecting if an image has been forged is investigated; in particular, attention has been paid to the case in which an area of an image is copied and then pasted onto another zone to create a duplication or to cancel something that was awkward. Generally, to adapt the image patch to the new context a geometric transformation is needed. To detect such modifications, a novel methodology based on scale invariant features transform (SIFT) is proposed. Such a method allows us to both understand if a copy-move attack has occurred and, furthermore, to recover the geometric transformation used to perform cloning. Extensive experimental results are presented to confirm that the technique is able to precisely individuate the altered area and, in addition, to estimate the geometric transformation parameters with high reliability. The method also deals with multiple cloning.

negative: Sub-event detection from tweets Social media plays an important role in communication between people in recent times. This includes information about news and events that are currently happening. Most of the research on event detection concentrates on identifying events from social media information. These models assume an event to be a single entity and treat it as such during the detection process. This assumption ignores that the composition of an event changes as new information is made available on social media. To capture the change in information over time, we extend an already existing Event Detection at Onset algorithm to study the evolution of an event over time. We introduce the concept of an event life cycle model that tracks various key events in the evolution of an event. The proposed unsupervised sub-event detection method uses a threshold-based approach to identify relationships between sub-events over time. These related events are mapped to an event life cycle to identify sub-events. We evaluate the proposed sub-event detection approach on a large-scale Twitter corpus.

negative: Asynchronous Complex Analytics in a Distributed Dataflow Architecture Scalable distributed dataflow systems have recently experienced widespread adoption, with commodity dataflow engines such as Hadoop and Spark, and even commodity SQL engines routinely supporting increasingly sophisticated analytics tasks (e.g., support vector machines, logistic regression, collaborative filtering). However, these systems’ synchronous (often Bulk Synchronous Parallel) dataflow execution model is at odds with an increasingly important trend in the machine learning community: the use of asynchrony via shared, mutable state (i.e., data races) in convex programming tasks, which has—in a single-node context—delivered noteworthy empirical performance gains and inspired new research into asynchronous algorithms. In this work, we attempt to bridge this gap by evaluating the use of lightweight, asynchronous state transfer within a commodity dataflow engine. Specifically, we investigate the use of asynchronous sideways information passing (ASIP) that presents single-stage parallel iterators with a Volcano-like intra-operator iterator that can be used for asynchronous information passing. We port two synchronous convex programming algorithms, stochastic gradient descent and the alternating direction method of multipliers (ADMM), to use ASIPs. We evaluate an implementation of ASIPs within on Apache Spark that exhibits considerable speedups as well as a rich set of performance trade-offs in the use of these asynchronous algorithms.

negative: Motor-learning-related changes in piano players and non-musicians revealed by functional magnetic-resonance signals In this study, we investigated blood-flow-related magnetic-resonance (MR) signal changes and the time course underlying short-term motor learning of the dominant right hand in ten piano players (PPs) and 23 non-musicians (NMs), using a complex finger-tapping task. The activation patterns were analyzed for selected regions of interest (ROIs) within the two examined groups and were related to the subjects’ performance. A functional learning profile, based on the regional blood-oxygenation-level-dependent (BOLD) signal changes, was assessed in both groups. All subjects achieved significant increases in tapping frequency during the training session of 35 min in the scanner. PPs, however, performed significantly better than NMs and showed increasing activation in the contralateral primary motor cortex throughout motor learning in the scanner. At the same time, involvement of secondary motor areas, such as bilateral supplementary motor area, premotor, and cerebellar areas, diminished relative to the NMs throughout the training session. Extended activation of primary and secondary motor areas in the initial training stage (7–14 min) and rapid attenuation were the main functional patterns underlying short-term learning in the NM group; attenuation was particularly marked in the primary motor cortices as compared with the PPs. When tapping of the rehearsed sequence was performed with the left hand, transfer effects of motor learning were evident in both groups. Involvement of all relevant motor components was smaller than after initial training with the right hand. Ipsilateral premotor and primary motor contributions, however, showed slight increases of activation, indicating that dominant cortices influence complex sequence learning of the non-dominant hand. In summary, the involvement of primary and secondary motor cortices in motor learning is dependent on experience. Interhemispheric transfer effects are present.

negative: Analysis of political discourse on twitter in the context of the 2016 US presidential elections Social media now plays a pivotal role in electoral campaigns. Rapid dissemination of information through platforms such as Twitter has enabled politicians to broadcast their message to a wide audience. In this paper, we investigated the sentiment of tweets by the two main presidential candidates, Hillary Clinton and Donald Trump, along with almost 2.9 million tweets by Twitter users during the 2016 US Presidential Elections. We analyzed these short texts to evaluate how accurately Twitter represented the public opinion and real world events of significance related with the elections. We also analyzed the behavior of over a million distinct Twitter users to identify whether the platform was used to share original opinions and to interact with other users or whether few opinions were repeated over and over again with little inter-user dialogue. Finally, we wanted to assess the sentiment of tweets by both candidates and their impact on the election related discourse on Twitter. Some of our findings included the discovery that little original content was created by users and Twitter was primarily used for rebroadcasting already present opinions in the form of retweets with little communication between users. Also of significance was the finding that sentiment and topics expressed on Twitter can be a good proxy of public opinion and important election related events. Moreover, we found that Donald Trump offered a more optimistic and positive campaign message than Hillary Clinton and enjoyed better sentiment when mentioned in messages by Twitter users.

negative: Complications of botulinum toxin A use in facial rejuvenation. The esthetic application of botulinum toxin type A (Botox) is a safe treatment modality; nevertheless complications can occur as a result of patient-and physician-related factors. Fortunately, adverse effects and undesirable sequelae after Botox injections are temporary. Complications may be more serious in patients who have more severe rhytids (which require more Botox), previous facial plastic surgery (altered anatomy), and those who have pre-existing neuromuscular disease. The physician can reduce complications by using proper injection techniques, appropriate regional Botox dosing, and by being conservative in the overall approach to Botox-mediated facial rejuvenation.

negative: 1 USES OF TECHNOLOGY THAT SUPPORT PUPILS WITH SPECIAL EDUCATIONAL NEEDS

negative: Heuristics for High-Utility Local Process Model Mining Local Process Models (LPMs) describe structured fragments of process behavior occurring in the context of less structured business processes. In contrast to traditional support-based LPM discovery, which aims to generate a collection of process models that describe highly frequent behavior, High-Utility Local Process Model (HU-LPM) discovery aims to generate a collection of process models that provide useful business insights by specifying a utility function. Mining LPMs is a computationally expensive task, because of the large search space of LPMs. In supportbased LPM mining, the search space is constrained by making use of the property that support is anti-monotonic. We show that in general, we cannot assume a provided utility function to be anti-monotonic, therefore, the search space of HU-LPMs cannot be reduced without loss. We propose four heuristic methods to speed up the mining of HU-LPMs while still being able to discover useful HU-LPMs. We demonstrate their applicability on three real-life data sets.

negative: Penetration testing in a box Network and application vulnerability assessments have a tendency to be difficult and costly; however, failing to have an assessment done and fixing security loopholes may result in a security breach by malicious attackers. A security breach can cost an organization time and money remediating the damage, such as lost confidential business information, which far exceeds the cost of a security assessment. Our solution for this problem is a semi-automated system that can help a penetration tester, security professional, or systems administrator, scan and report on the vulnerabilities of a network and services running on the network. It is also able to perform some simulated attacks. This system relies on a miniaturized computer to host the necessary components to conduct a security assessment. This system has been done in an open source manner to allow others to contribute and benefit from a community effort in the name of security.

negative: Unsupervised texture segmentation using Gabor filters -This paper presents a texture segmentation algorithm inspired by the multi-channel filtering theory for visual information processing in the early stages of human visual system. The channels are characterized by a bank of Gabor filters that nearly uniformly covers the spatial-frequency domain, and a systematic filter selection scheme is proposed, which is based on reconstruction of the input image from the filtered images. Texture features are obtained by subjecting each (selected) filtered image to a nonlinear transformation and computing a measure of "energy" in a window around each pixel. A square-error clustering algorithm is then used to integrate the feature images and produce a segmentation. A simple procedure to incorporate spatial information in the clustering process is proposed. A relative index is used to estimate the "'true" number of texture categories. Texture segmentation Multi-channel filtering Clustering Clustering index Gabor filters Wavelet transform I . I N T R O D U C T I O N Image segmentation is a difficult yet very important task in many image analysis or computer vision applications. Differences in the mean gray level or in color in small neighborhoods alone are not always sufficient for image segmentation. Rather, one has to rely on differences in the spatial arrangement of gray values of neighboring pixels-that is, on differences in texture. The problem of segmenting an image based on textural cues is referred to as the texture segmentation problem. Texture segmentation involves identifying regions with "uniform" textures in a given image. Appropriate measures of texture are needed in order to decide whether a given region has uniform texture. Sklansky (o has suggested the following definition of texture which is appropriate in the segmentation context: "A region in an image has a constant texture if a set of local statistics or other local properties of the picture are constant, slowly varying, or approximately periodic". Texture, therefore, has both local and global connotations--i t is characterized by invariance of certain local measures or properties over an image region. The diversity of natural and artificial textures makes it impossible to give a universal definition of texture. A large number of techniques for analyzing image texture has been proposed in the past two decades/2,3) In this paper, we focus on a particular approach to texture analysis which is referred to as ° This work was supported in part by the National Science Foundation infrastructure grant CDA-8806599, and by a grant from E. I. Du Pont De Nemours & Company Inc. the multi-channel filtering approach. This approach is inspired by a multi-channel filtering theory for processing visual information in the early stages of the human visual system. First proposed by Campbell and Robson (4) the theory holds that the visual system decomposes the retinal image into a number of filtered images, each of which contains intensity variations over a narrow range of frequency (size) and orientation. The psychophysical experiments that suggested such a decomposition used various grating patterns as stimuli and were based on adaptation techniques. I~l Subsequent psychophysiological experiments provided additional evidence supporting the theory. De Valois et al. ,(5) for example, recorded the response of simple cells in the visual cortex of the Macaque monkey to sinusoidal gratings with different frequencies and orientations. It was observed that each cell responds to a narrow range of frequency and orientation only. Therefore, it appears that there are mechanisms in the visual cortex of mammals that are tuned to combinations of frequency and orientation in a narrow range. These mechanisms are often referred to as channels, and are appropriately interpreted as band-pass filters. The multi-channel filtering approach to texture analysis is intuitively appealing because it allows us to exploit differences in dominant sizes and orientations of different textures. Today, the need for a multi-resolution approach to texture analysis is well recognized. While other approaches to texture analysis have had to be extended to accommodate this paradigm, the multi-channel filtering approach, is inherently multi-resolutional. Another important

negative: Warpage control of silicon interposer for 2.5D package application In order to achieve high speed transmission and large volume data processing, large size silicon-interposer has been required. Warpage caused by the CTE mismatch between a large silicon-interposer and an organic substrate is the most significant problem. In this study, we investigated several warpage control techniques for 2.5D package assembly process. First was assembly process sequence. One is called “chip first process” that is, chips are mounted on Si-interposer at first. The other is called “chip last process” that is, silicon-interposer is mounted on organic substrate at first and chips are mounted on at last. The chip first process successfully processed using conventional mass reflow. By using the chip first process, apparent CTE of a large silicon-interposer become close to that of an organic substrate. Second was the warpage control using underfill resin. We focused on the selection of underfill materials for 0 level assembly. And third was the warpage control technique with Sn-57Bi solder using conventional reflow process. We observed warpage change during simulated reflow process using three-dimensional digital image correlation system (3D-DIC). Sn-57Bi solder joining has been noted as a low temperature bonding methods. It is possible to lower peak temperature 45-90 degree C during reflow compared with using Sn3.0wt%Ag0.5wt%Cu (SAC305). By using Sn-57Bi solder, the warpage after reflow was reduced to 75% of that using SAC305. The full assembly was successfully processed using conventional assembly equipment and processes. The full assembly packages were evaluated by some reliability tests. All samples passed each reliability test.

negative: KCT: a MATLAB toolbox for motion control of KUKA robot manipulators The Kuka Control Toolbox (KCT) is a collection of MATLAB functions for motion control of KUKA robot manipulators, developed to offer an intuitive and high-level programming interface to the user. The toolbox, which is compatible with all 6 DOF small and low payload KUKA robots that use the Eth.RSIXML, runs on a remote computer connected with the KUKA controller via TCP/IP. KCT includes more than 30 functions, spanning operations such as forward and inverse kinematics computation, point-to-point joint and Cartesian control, trajectory generation, graphical display and diagnostics. The flexibility, ease of use and reliability of the toolbox is demonstrated through two applicative examples.

negative: Using Data Mining Techniques for Sentiment Shifter Identification Sentiment shifters, i.e., words and expressions that can affect text polarity, play an important role in opinion mining. However, the limited ability of current automated opinion mining systems to handle shifters represents a major challenge. The majority of existing approaches rely on a manual list of shifters; few attempts have been made to automatically identify shifters in text. Most of them just focus on negating shifters. This paper presents a novel and efficient semi-automatic method for identifying sentiment shifters in drug reviews, aiming at improving the overall accuracy of opinion mining systems. To this end, we use weighted association rule mining (WARM), a well-known data mining technique, for finding frequent dependency patterns representing sentiment shifters from a domain-specific corpus. These patterns that include different kinds of shifter words such as shifter verbs and quantifiers are able to handle both local and long-distance shifters. We also combine these patterns with a lexicon-based approach for the polarity classification task. Experiments on drug reviews demonstrate that extracted shifters can improve the precision of the lexicon-based approach for polarity classification 9.25 percent.

negative: Computing the Stereo Matching Cost with a Convolutional Neural Network Seminar Recent Trends in 3 D Computer Vision This paper presents a novel approach to the problem of computing the matching-cost for stereo vision. The approach is based upon a Convolutional Neural Network that is used to compute the similarity of input patches from stereo image pairs. In combination with state-ofthe-art stereo pipeline steps, the method achieves top results in major stereo benchmarks. The paper introduces the problem of stereo matching, discusses the proposed method and shows results from recent stereo datasets.

negative: Evolution of fashion brands on Twitter and Instagram Social media has become a popular platform for marketing and brand advertisement especially for fashion brands. To promote their products and gain popularity, different brands post their latest products and updates as photos on different social networks. Little has been explored on how these fashion brands use different social media to reach out to their customers and obtain feedback on different products. Understanding this can help future consumers to focus on their interested brands on specific social media for better information and also can help the marketing staff of different brands to understand how the other brands are utilizing the social media. In this article we focus on the top-20 fashion brands and comparatively analyze how they target their current and potential future customers on Twitter and Instagram. Using both linguistic and deep image features, our work reveals an increasing diversification of trends accompanied by a simultaneous concentration towards a few selected trends. It provides insights about brand marketing strategies and their respective competencies. Our investigations show that the brands are using Twitter and Instagram in a distinctive manner.

negative: Organizational Learning and Communities of Practice ; A social constructivist perspective In this paper, the relationship between organizational learning (OL) and communities of practice (COP) is addressed. A social constructivist lens is used to analyzing the potential contributions of COP’s in supporting learning by organizations. A social constructivist approach sees organizational learning as an institutionalizing process. The attention is on the process through which individual or local knowledge is transformed into collective knowledge as well as the process through which this socially constructed knowledge influences, and is part of, local knowledge. In order to analyse COP’s contribution to OL, we use the three phases or ‘moments’ described by Berger and Luckman (1966) that can be discerned during institutionalizing knowledge: ‘externalizing, objectifying and internalizing’. Externalizing knowledge refers to the process through which personal knowledge is exchanged with others. Objectifying knowledge refers to the process through which knowledge becomes an objective reality. Internalizing knowledge refers to the process through which objectified knowledge is used by individuals in the course of their socialization. In relation to OL processes, learning can be analyzed as consisting of these three knowledge sharing activities: externalizing individual knowledge resulting in shared knowledge; objectifying shared knowledge resulting in organizational knowledge; internalizing organizational knowledge resulting in individual knowledge. These various processes that in combination make up OL processes, are visualized by the use of a OL cycle. The cycle provides a simplified picture of OL seen as a process of institutionalization. The cycle is subsequently used to analyze the possible contribution of COP’s to support organizational learning. The paper concludes that COP’s are well suited to support processes of internalization and externalization. As a result, COP’s stimulate social learning processes within organizations. However, COP’s do not seem to be the appropriate means to support the process of objectification. This means that COP’s contribution in supporting learning at the organizational level or ‘organizational learning’ is much more complicated.

negative: The Dataflow Model: A Practical Approach to Balancing Correctness, Latency, and Cost in Massive-Scale, Unbounded, Out-of-Order Data Processing Unbounded, unordered, global-scale datasets are increasingly common in day-to-day business (e.g. Web logs, mobile usage statistics, and sensor networks). At the same time, consumers of these datasets have evolved sophisticated requirements, such as event-time ordering and windowing by features of the data themselves, in addition to an insatiable hunger for faster answers. Meanwhile, practicality dictates that one can never fully optimize along all dimensions of correctness, latency, and cost for these types of input. As a result, data processing practitioners are left with the quandary of how to reconcile the tensions between these seemingly competing propositions, often resulting in disparate implementations and systems. We propose that a fundamental shift of approach is necessary to deal with these evolved requirements in modern data processing. We as a field must stop trying to groom unbounded datasets into finite pools of information that eventually become complete, and instead live and breathe under the assumption that we will never know if or when we have seen all of our data, only that new data will arrive, old data may be retracted, and the only way to make this problem tractable is via principled abstractions that allow the practitioner the choice of appropriate tradeoffs along the axes of interest: correctness, latency, and cost. In this paper, we present one such approach, the Dataflow Model, along with a detailed examination of the semantics it enables, an overview of the core principles that guided its design, and a validation of the model itself via the real-world experiences that led to its development. We use the term “Dataflow Model” to describe the processing model of Google Cloud Dataflow [20], which is based upon technology from FlumeJava [12] and MillWheel [2]. This work is licensed under the Creative Commons AttributionNonCommercial-NoDerivs 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/3.0/. Obtain permission prior to any use beyond those covered by the license. Contact copyright holder by emailing info@vldb.org. Articles from this volume were invited to present their results at the 41st International Conference on Very Large Data Bases, August 31st September 4th 2015, Kohala Coast, Hawaii. Proceedings of the VLDB Endowment, Vol. 8, No. 12 Copyright 2015 VLDB Endowment 2150-8097/15/08.

negative: A Trusted Safety Verifier for Process Controller Code Attackers can leverage security vulnerabilities in control systems to make physical processes behave unsafely. Currently, the safe behavior of a control system relies on a Trusted Computing Base (TCB) of commodity machines, firewalls, networks, and embedded systems. These large TCBs, often containing known vulnerabilities, expose many attack vectors which can impact process safety. In this paper, we present the Trusted Safety Verifier (TSV), a minimal TCB for the verification of safety-critical code executed on programmable controllers. No controller code is allowed to be executed before it passes physical safety checks by TSV. If a safety violation is found, TSV provides a demonstrative test case to system operators. TSV works by first translating assembly-level controller code into an intermediate language, ILIL. ILIL allows us to check code containing more instructions and features than previous controller code safety verification techniques. TSV efficiently mixes symbolic execution and model checking by transforming an ILIL program into a novel temporal execution graph that lumps together safetyequivalent controller states. We implemented TSV on a Raspberry Pi computer as a bump-in-the-wire that intercepts all controllerbound code. Our evaluation shows that it can test a variety of programs for common safety properties in an average of less than three minutes, and under six minutes in the worst case—a small one-time addition to the process engineering life cycle.

negative: Discriminative Decorrelation for Clustering and Classification Object detection has over the past few years converged on using linear SVMs over HOG features. Training linear SVMs however is quite expensive, and can become intractable as the number of categories increase. In this work we revisit a much older technique, viz. Linear Discriminant Analysis, and show that LDA models can be trained almost trivially, and with little or no loss in performance. The covariance matrices we estimate capture properties of natural images. Whitening HOG features with these covariances thus removes naturally occuring correlations between the HOG features. We show that these whitened features (which we call WHO) are considerably better than the original HOG features for computing similarities, and prove their usefulness in clustering. Finally, we use our findings to produce an object detection system that is competitive on PASCAL VOC 2007 while being considerably easier to train and test.

negative: THE EXPOSURE OF YOUTH TO UNWANTED SEXUAL MATERIAL ON THE INTERNET A National Survey of Risk , Impact , and Prevention This national survey of youth, ages 10 to 17, and their caretakers has several implications for the current debate about young people and Internet pornography. Twentyfive percent of youth had unwanted exposure to sexual pictures on the Internet in the past year, challenging the prevalent assumption that the problem is primarily about young people motivated to actively seek out pornography. Most youth had no negative reactions to their unwanted exposure, but one quarter said they were very or extremely upset, suggesting a priority need for more research on and interventions directed toward such negative effects. The use of filtering and blocking software was associated with a modest reduction in unwanted exposure, suggesting that it may help but is far from foolproof. Various forms of parental supervision were not associated with any reduction in exposure. The authors urge that social scientific research be undertaken to inform this highly contentious public policy controversy.

negative: Effects of playing a violent video game as male versus female avatar on subsequent aggression in male and female players. Previous research has shown that violent video games can increase aggression in players immediately after they play. The present research examines the effects of one subtle cue within violent video games that might moderate these effects-whether the avatar is male or female. One common stereotype is that males are more aggressive than females. Thus, playing a violent video game as a male avatar, compared to a female avatar, should be more likely to prime aggressive thoughts and inclinations in players and lead to more aggressive behavior afterwards. Male and female university students (N = 242) were randomly assigned to play a violent video game as a male or female avatar. After gameplay, participants gave an ostensible partner who hated spicy food hot sauce to eat. The amount of hot sauce given was used to measure aggression. Consistent with priming theory, results showed that both male and female participants who played a violent game as a male avatar behaved more aggressively afterwards than those who played as female avatar. The priming effects of the male avatar were somewhat stronger for male participants than for female participants, suggesting that male participants identified more with the male avatar than did the female participants. These results are particularly noteworthy because they are consistent with another recent experiment showing that playing a violent game as an avatar with a different stereotypically aggressive attribute (black skin color) stimulates more aggression than playing as an avatar without the stereotypically aggressive attribute (Yang et al., 2014, Social Psychological and Personality Science).

negative: Media and children's aggression, fear, and altruism. Noting that the social and emotional experiences of American children today often heavily involve electronic media, Barbara Wilson takes a close look at how exposure to screen media affects children's well-being and development. She concludes that media influence on children depends more on the type of content that children find attractive than on the sheer amount of time they spend in front of the screen. Wilson begins by reviewing evidence on the link between media and children's emotions. She points out that children can learn about the nature and causes of different emotions from watching the emotional experiences of media characters and that they often experience empathy with those characters. Although research on the long-term effects of media exposure on children's emotional skill development is limited, a good deal of evidence shows that media exposure can contribute to children's fears and anxieties. Both fictional and news programming can cause lasting emotional upset, though the themes that upset children differ according to a child's age. Wilson also explores how media exposure affects children's social development. Strong evidence shows that violent television programming contributes to children's aggressive behavior. And a growing body of work indicates that playing violent video games can have the same harmful effect. Yet if children spend time with educational programs and situation comedies targeted to youth, media exposure can have more prosocial effects by increasing children's altruism, cooperation, and even tolerance for others. Wilson also shows that children's susceptibility to media influence can vary according to their gender, their age, how realistic they perceive the media to be, and how much they identify with characters and people on the screen. She concludes with guidelines to help parents enhance the positive effects of the media while minimizing the risks associated with certain types of content.

negative:
The public health risks of media violence: a meta-analytic review. OBJECTIVE
To conduct a meta-analytic review of studies that examine the impact of violent media on aggressive behavior and to determine whether this effect could be explained through methodological problems inherent in this research field.

STUDY DESIGN
A detailed literature search identified peer-reviewed articles addressing media violence effects. Effect sizes were calculated for all studies. Effect sizes were adjusted for observed publication bias.

RESULTS
Publication bias was a problem for studies of aggressive behavior, and methodological problems such as the use of poor aggression measures inflated effect size. Once corrected for publication bias, studies of media violence effects provided little support for the hypothesis that media violence is associated with higher aggression. The corrected overall effect size for all studies was r = .08.

CONCLUSIONS
Results from the current analysis do not support the conclusion that media violence leads to aggressive behavior. It cannot be concluded at this time that media violence presents a significant public health risk.

negative: The Ideology of Interactivity (or Video Games and Taylorization of Leisure) Interactivity is one of the key conceptual apparatuses through which video games have been theorized thus far. As many writers have noted, video games are distinct from other forms of media because player actions seem to have direct, immediate consequences in the world depicted onscreen. But in many ways, this “interactive” feature of video games tends to manifest itself as a relentless series of demands, or a way of disciplining player behavior. In this sense, it seems more accurate to describe the human-machine interface made possible by gaming as an aggressive form of “interpellation” or hailing. Drawing primarily upon the work of Louis Althusser, I argue that traditional theories of interactivity fail to acknowledge the work of video games—in other words, the extent to which video games define and reconstitute players as subjects of ideology.

negative: Long-Time Exposure to Violent Video Games Does Not Show Desensitization on Empathy for Pain: An fMRI Study As a typical form of empathy, empathy for pain refers to the perception and appraisal of others' pain, as well as the corresponding affective responses. Numerous studies investigated the factors affecting the empathy for pain, in which the exposure to violent video games (VVGs) could change players' empathic responses to painful situations. However, it remains unclear whether exposure to VVG influences the empathy for pain. In the present study, in terms of the exposure experience to VVG, two groups of participants (18 in VVG group, VG; 17 in non-VVG group, NG) were screened from nearly 200 video game experience questionnaires. And then, the functional magnetic resonance imaging data were recorded when they were viewing painful and non-painful stimuli. The results showed that the perception of others' pain were not significantly different in brain regions between groups, from which we could infer that the desensitization effect of VVGs was overrated.

negative:
[Internet- and computer game addiction: phenomenology, comorbidity, etiology, diagnostics and therapeutic implications for the addictives and their relatives]. OBJECTIVE
Excessive and addictive internet use and computer game playing is reported as an increasing problem in outpatient care. The aim of this paper is to give an overview about the current scientific discussion of the overuse and addiction of internet and computer game playing.

METHODS
Pubmed was used for a systematic literature research considering original papers and review articles dealing with Internet/computer game addiction.

RESULTS
Recent epidemiological data from Germany suggest that 1.5-3.5 % of adolescent computer and internet users show signs of an overuse or addictive use of computer and video games. Moreover there is evidence that the disorder is associated with higher rates of depression, anxiety, as well as lower achievements e. g. at school. Although the nosological assignment still remains unclear there is some evidence from neurobiological data that the disorder can be conceptualized as behavioral addiction. As treatment strategy CBT-techniques have been proposed, but there is still a lack of controlled clinical trials concerning their efficacy.

CONCLUSIONS
Since the addicted persons often show little motivation for a behavioural change we consider it a promising approach to treat and train their relatives with the aim of increasing the motivation for a behavioural change of the addicted person.