A rational approach to the conversion of FEMA P-58 seismic repair costs to Europe

2020 ◽  
Vol 36 (3) ◽  
pp. 1607-1618 ◽  
Author(s):  
Antonio Silva ◽  
Jose Miguel Castro ◽  
Ricardo Monteiro

State-of-the-art seismic performance assessment of buildings requires a realistic estimation of the repair cost of structural and non-structural components. In this context, the US-based FEMA P-58 guidelines feature a procedure and repair cost database that have become a reference to many recent studies in the field. The number of cases in which it has been applied to Europe is however limited, and repair cost conversion factors have been generally adopted. Moreover, a rational methodology that covers multiple countries in a consistent manner is absent in the literature. This study attempts to address this gap, proposing an economy analysis–based repair cost conversion approach that will be useful for practical implementations of FEMA-P58 in Europe. The proposed conversion approach is validated with actual replacement costs monitored in the L’Aquila reconstruction process. While observing a good agreement between the real and estimated US-to-local repair cost ratios, limitations of the proposed methodology are also outlined and discussed, with a view to guide possible future research efforts to improve and consolidate the proposed conversion method.

2019 ◽  
Vol 3 (4) ◽  
Author(s):  
J Michael Brick ◽  
Andrew Caporaso ◽  
Douglas Williams ◽  
David Cantor

Decisions on public policy can be affected if important segments of the population are systematically excluded from the data used to drive the decisions. In the US, Spanishspeakers make up an important subgroup that surveys conducted in English-only underrepresent. This subgroup differs in a variety of characteristics and they are less likely to respond to surveys in English-only. These factors lead to nonresponse biases that are problematic for survey estimates. For surveys conducted by mail, one solution is to include both English and Spanish materials in the survey package. For addresses in the US where Spanish-speakers are likely to be living, this approach is effective, but it still may omit some non-English-speakers. Traditionally, including both English and Spanish materials for addresses not identified as likely to have Spanish-speakers was considered problematic due to concerns of a backlash effect. The backlash effect is that predominantly English-speakers might respond at a lower rate because of the inclusion of Spanish materials. Prior research found no evidence of a backlash, but used a twophase approach with a short screener questionnaire to identify the eligible population for an education survey. In this paper, we report on experiments in two surveys that extend the previous research to criminal victimization and health communication single-phase surveys. These experiments test the effect of the inclusion of Spanish language materials for addresses not identified as likely to have Spanish-speakers. Our findings confirm most results of the previous research; however we find no substantial increase in Spanish-only participation when the materials are offered in both languages for addresses that are not likely to have Spanish-speakers. We offer some thoughts on these results and directions for future research, especially with respect to collecting data by the Internet.


2021 ◽  
pp. 135050762110097
Author(s):  
Amy L Fraher

This article aims to advance the psychodynamic understanding of imagination failures by studying lessons learned in the US government’s public inquiry into September 11th, 2001 (9/11). Analyzing the findings of The 9/11 Report, I theorize that two forms of macro-level hubris—America’s “hubris of empire-building” and Al Qaeda’s “hubris-nemesis complex”—amalgamated in a uniquely generative manner leading to events on 9/11. Previous studies of public inquiries often demonstrate that inquiry reports are monological story-telling performances used to create sense-making narratives that function hegemonically to impose a simplified version of reality to assign blame and depoliticize events in order to facilitate closure after shocking events. In contrast, findings here suggest that by constructing a critical narrative, The 9/11 Report may serve as a new type of public inquiry report that invites learning about the complex factors that underpin crisis. The article concludes by identifying fruitful areas of future research and ways to theorize further about the collective psychodynamics of macro-level hubris and the psychodynamic factors that hinder learning and contribute to imagination failures.


PEDIATRICS ◽  
1996 ◽  
Vol 97 (2) ◽  
pp. 254-257
Author(s):  
ARI J. SCHWARTZ ◽  
LAWRENCE R. RICCI

Unlike the severe abuse that was reported in early child abuse literature, more moderate injuries comprise 60% of physical child abuse. These less-severe abuse cases, many with limited, ill-defined bruising, may be more difficult to diagnose than a severe case with multiple-system injury or a child with specific, clearly imprinted bruising. Additionally, as the US Supreme Court observed, "Child abuse is one of the most difficult crimes to detect and prosecute in large part because there often are no witnesses except the victim. Estimates of ages of bruises along with the aging of other injuries such as fractures and brain trauma may offer the only way to associate an injury with a particular perpetrator. Yet, as an aid to child abuse diagnosis and perpetrator identification, visual aging of bruises remains an inexact science, despite recent composite charts that suggest otherwise. Even though it has been stated that it is not possible to age bruises accurately based on color, these opinions have not been represented in the child abuse literature. The study of Langlois and Gresham, to date the only research-based study of bruise aging by appearance, has not yet been cited in the medical literature (Science Citation Index search, August 1994). The available literature does not permit the estimation of a bruise's age with any precision based solely on color. Even for the practitioner to state, as Wilson suggests, that a particular bruise is "consistent with" a specific age implies a level of certainty not supported by the literature. Bruises may be described as "older" if yellow, brown, or green are present, but practitioners should note the limitations of bruise age analysis. Of course, the practitioner must continue to describe the size, shape, location, and color of each bruise accurately. This is best done by written description and drawings along with careful photographic representation. Photographs of a bruise, however, depending on available light and technique, may not represent color accurately. A standard color wheel in the photograph may help. Future research should focus on a number of questions. A study of the aging of bruises, using contusions of known age and history-blinded examiners, could determine how accurate clinical estimates are. Interobserver reliability may also be assessed in such a study. The study of Langlois and Gresham should be repeated to confirm or to refute their findings. A photographic sequence of various bruises from appearance to resolution would give researchers and clinicians a reference of possible colors in different-aged bruises for standardized description. The estimated age of a bruise should never be the sole criteria for a diagnosis of child abuse, but, rather, one component of a comprehensive assessment that incorporates a careful history of the injury, past medical history, family history, associated risk factors, a detailed physical examination, and appropriate laboratory testing.


2017 ◽  
Vol 22 (11) ◽  
pp. 04017083 ◽  
Author(s):  
Sabarethinam Kameshwar ◽  
Jamie E. Padgett
Keyword(s):  

2014 ◽  
Vol 42 (10) ◽  
pp. 902-928 ◽  
Author(s):  
Ronald L. Hess Jr ◽  
Lawrence Ring

Purpose – The purpose of this paper is to better understand the unique competitive positioning characteristics of off-price retailers and how they compare to other types of retailers. The authors compare off-price and upscale off-price retailers with four major formats of retailers: first, discount department store/warehouse club retailers; second, moderate department store retailers; third, department store retailers; and finally, specialty department store retailers. Design/methodology/approach – The paper employs a representative sample that was randomly drawn from four primary metropolitan cities in the USA. The data were collected using telephone interviews by a prominent, marketing research firm. A series of discriminant analyses were conducted to examine the data. Findings – The findings of the paper indicate that the off-price formats were consistently positioned at extreme points along the price/value continuum, signifying the strongest value-orientation among the other retail formats. The authors also found that while the upscale off-price format followed the specialty department stores in terms of fashion. The results point to an important disadvantage of the off-price format – although strong on price/value, they often fall short on fashion and many other store attributes that may be important to luxury-oriented customers. Research limitations/implications – The paper employed a sample from several cities collected using a telephone interview methodology within the US. Due to these limitations, the findings of this paper may be hampered by this methodology and not generalize to regions outside of the US. Future research should examine how the demise of most of the upscale off-price retailers and growth of flash web sites have changed the competitive structure of retailing. Practical implications – The results demonstrate that the positioning of the off-price retail format is unique from other formats. The retail formats occupy distinct positions. The off-price retail format is strongly associated with the price/value position but only moderately fashionable to customers, especially when compared with the department and specialty department store formats. In contrast, the upscale off-price format, while also strongly positioned along the price/value continuum, is considered much more fashionable than the off-price retail format. In fact, the upscale off-price retail format only trails the specialty department store format in terms of fashion. Originality/value – The unique characteristics of the off-price retail format and growing interest from upscale department stores underscores the need for a comprehensive understanding of the motives of the off-price shopper. This paper provides retailers with a more complete understanding of the store attributes that differentiate the off-price retail format from other major retail store formats. The overall objective of this study is to offer a comprehensive view of the positioning of off-price retailers compared with many alternative retail formats.


Author(s):  
W M G Malalasekera ◽  
F Lockwood

A mathematical model has been applied to simulate model experiments of the 1987 King's Cross underground fire by the Department of Health and Safety Executive. The predicted growth of the fire is compared with the experimental data and in particular the predicted and measured times to ‘flashover’ are compared. The comparisons show exceptional agreement which, in part, may be fortuitous due to the need to facilitate the prediction of the early stages of the growth with the aid of an experimentally estimated fire strength. The good agreement nonetheless is also due to the full description of the radiation transfer which is a feature of the mathematical model. It is concluded that the flashover phenomenon that occurred at King's Cross was thermal radiation driven and that future research should be devoted to modelling the details of fire spread across a combustible surface.


10.28945/4268 ◽  
2019 ◽  

Aim/Purpose: To update a 2010 study that recommended “rules of thumb” for more effective use of PowerPoint in the post-secondary business classroom. The current study expanded the focus to include the business classroom in India as well as the US and examined possible shifts in student perception of the utility of PowerPoint among Generations Y and Z. Background: The study examined students’ perception of the learning utility of PowerPoint in post-secondary business classrooms in the US and India and the relationship of the use of PowerPoint to course ratings. Methodology: Surveys were distributed in post-secondary business classrooms in India and the US in 2018 and early 2019, resulting in 92 completions from India and 127 from the US. Separately 50 student course evaluations from the same US college were compared to the use of slides as well as to their conformance to the “rules of thumb” for effectiveness established earlier and other measures of quality. Contribution: These results show how PowerPoint is viewed by post-secondary business students in India and the US and its perceived utility as a learning tool for Generations Y and Z. Findings: Most post-secondary business students (80%) found PowerPoint an effective learning tool, but only 21% of the business classes examined used it. US students were more positive than Indian ones, who were more likely to say PowerPoint is overused. There was no difference in student course evaluations between those that had slides and those that did not. However, most of the slide decks examined did not follow the “rules of thumb,” exhibiting a much greater number of words per slide. Generations Y and Z gave high ratings to slides that incorporated audiovisuals, mixed media, and special effects and said they learned more when they were the ones who created the slides. However, most students did not rate themselves as competent in creation of PowerPoint slides. Recommendations for Practitioners: (1) Faculty should consider students’ positive reception of PowerPoint, their preference for adaptive, interactive learning that builds on strong multimedia elements while creating instructional materials. (2) Faculty should receive prescriptive design instruction for incorporating PowerPoint best practices to cut back on their self-reported high time spent on slide creation and student-reported low technical competency in faculty instruction. (3) Publishers should concentrate on slide design and innovativeness along with content coverage to serve faculty needs. (4) Business curricula should take into account generational as well as cultural differences in learning preferences. (5) To address the students’ conflation of personal social media prowess with superior technology or communication skills in the professional context, Business curricula should incorporate learning outcomes related to professional use of technology tools such as PowerPoint. Recommendations for Researchers: There is still utility in old-fashioned paper questionnaires to assess what impacts student learning. There is also merit in comparing student course evaluations with various in-classroom treatments. Impact on Society: PowerPoint may be underused in the post-secondary business classroom, but this paper raises questions about the value of unedited use of the very dense slides provided by publishers as effective learning tools in the post-secondary business classroom. Future Research: Future research can be focused on the use of PowerPoint slides in the business classroom in other countries and cultures, as only the US and India were examined. Further examination needs to be made of the relationship between extensive and unedited use of publisher-provided slides and the reporting of the staggering statistics that most students are not now buying textbooks. Finally, this study did not touch on gender or socio-economic differences in the student demographics, which might open further avenues for investigation.


2021 ◽  
Author(s):  
Nicole E Werner ◽  
Janetta C Brown ◽  
Priya Loganathar ◽  
Richard J Holden

BACKGROUND The over 11 million care partners in the US who provide care to people living with Alzheimer’s disease and related dementias (ADRD) cite persistent and pervasive unmet needs related to all aspects of their caregiving role. The proliferation of mobile applications (apps) for care partners has potential to meet the care partners’ needs, but the quality of apps is unknown. OBJECTIVE The present study aimed to 1) evaluate the quality of publicly available apps for care partners of people living with ADRD and 2) identify design features of low- and high-quality apps to guide future research and app development. METHODS We searched the US Apple and Google Play app stores with the criteria that the app needed to be 1) available in US Google play or Apple app stores, 2) directly accessible to users “out of the box”, 3) primarily intended for use by an informal (family, friend) caregiver or caregivers of a person with dementia. The included apps were then evaluated using the Mobile App Rating Scale (MARS), which includes descriptive app classification and rating using 23 items across five dimensions: engagement, functionality, aesthetics, information, and subjective quality. Next, we computed descriptive statistics for each rating. To identify recommendations for future research and app development, we categorized rater comments on the score driving factors for each item and what the app could have done to improve the score for that item. RESULTS We evaluated 17 apps (41% iOS only, 12% Android only, 47% both iOS and Android). We found that on average, the apps are of minimally acceptable quality. Although we identified apps above and below minimally acceptable quality, many apps had broken features and were rated as below acceptable for engagement and information. CONCLUSIONS Minimally acceptable quality is likely insufficient to meet care partner needs. Future research should establish minimum quality standards across dimensions for mobile apps for care partners. The design features of high-quality apps we identified in this research can provide the foundation for benchmarking those standards.


Author(s):  
Jill Denner ◽  
Eloy Ortiz ◽  
Linda Werner

Playing digital games is described as a pathway to computer science (CS) classes and majors, but not all gamers want to study CS. The goal of this chapter is to explore which gaming motivations and practices are most strongly related to an interest in studying computer science, and whether the connection between gaming and computer science is similar for men and women. The data are from 545 male and female gamers taking an introductory computer science class at one of 15 community colleges in the US. Survey responses were analyzed to provide a picture of what, how often, and why they play, and interviews from 39 of the most avid gamers were analyzed for why and how they play. The results show that, on average, men play more frequently than women, and there are gender differences in the type of games they like to play and why they play them. However, playing more frequently was not associated with greater interest in studying CS for either gender. Interest in CS was highest among men who were motivated to play in order to increase skills, be with friends, connect with the game features, and by the art or graphics. However, CS interest was highest among women who consider themselves to be more serious gamers, play racing and puzzle games, play on a game console, and are motivated by fun, relaxation and social interaction. The results can inform efforts to increase the number of women that pursue computer science. The chapter concludes with recommendations for future research on how game play and interest in CS are related.


Gamification ◽  
2015 ◽  
pp. 1830-1847
Author(s):  
Jill Denner ◽  
Eloy Ortiz ◽  
Linda Werner

Playing digital games is described as a pathway to computer science (CS) classes and majors, but not all gamers want to study CS. The goal of this chapter is to explore which gaming motivations and practices are most strongly related to an interest in studying computer science, and whether the connection between gaming and computer science is similar for men and women. The data are from 545 male and female gamers taking an introductory computer science class at one of 15 community colleges in the US. Survey responses were analyzed to provide a picture of what, how often, and why they play, and interviews from 39 of the most avid gamers were analyzed for why and how they play. The results show that, on average, men play more frequently than women, and there are gender differences in the type of games they like to play and why they play them. However, playing more frequently was not associated with greater interest in studying CS for either gender. Interest in CS was highest among men who were motivated to play in order to increase skills, be with friends, connect with the game features, and by the art or graphics. However, CS interest was highest among women who consider themselves to be more serious gamers, play racing and puzzle games, play on a game console, and are motivated by fun, relaxation and social interaction. The results can inform efforts to increase the number of women that pursue computer science. The chapter concludes with recommendations for future research on how game play and interest in CS are related.


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