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Effects of an Informational Waste Management App on a User’s Waste Disposal Habits

Rao et al. | Apr 28, 2021

Effects of an Informational Waste Management App on a User’s Waste Disposal Habits

While 75% of waste in the United States is stated to be recyclable, only about 34% truly is. This project takes a stance to combat the pillars of mismanaged waste through a modern means of convenience: the TracedWaste app. The purpose of this study was to identify how individuals' waste disposal habits improved and knowledge increased (i.e. correctly disposing of waste, understanding negative incorrect waste disposal) due to their use of an informational waste management app as measured by a survey using a 1-5 Likert Scale. The results showed that the TracedWaste app helped conserve abundant resources such as energy and wood, decrease carbon emissions, and minimize financial toll all through reducing individual impact.

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FRUGGIE – A Board Game to Combat Obesity by Promoting Healthy Eating Habits in Young Children

Huprikar et al. | Jun 13, 2018

FRUGGIE – A Board Game to Combat Obesity by Promoting Healthy Eating Habits in Young Children

The authors created a board game to teach young children about healthy eating habits to see whether an interactive and family-oriented method would be effective at introducing and maintaining a love for fruits and veggies. Results showed that children developed a liking for fruits and vegetables, and none regressed. Half maintained their level of enjoyment for fruits and vegetables during the research period, while the other half had a positive increase. The results show that a simple interactive game can shape how young children relate to food and encourage them to maintain healthy habits.

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Young People Drinking: The Effect of Group Size on Drinking Habits

Palermo et al. | May 10, 2018

Young People Drinking: The Effect of Group Size on Drinking Habits

Palermo et al. examined the effect of group size on drinking habits of college and high school students. The authors found that both high school and college students tended to consume the most alcohol in group sizes of 4 or more, independent of how frequently they drink. They also found that the proportion of college students that drink is nearly twice the proportion of high school students that drink. This study supports previous findings that underage drinking happens in large groups and suggests that effective intervention in underage drinking would be at the group level.

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Determining the Habitable Zone Around a Star

Lee et al. | May 29, 2013

Determining the Habitable Zone Around a Star

Life requires many things, including a hospitable temperature, elements, and energy. Here the authors utilize Newton's laws of physics and information relating a star's luminosity and temperature to determine the minimum and maximum masses and luminosities of planets and stars that would support life as we know it. This work can be used to determine the likelihood of a planet being able to support life based on attributes we can measure from here on Earth.

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Recognition of animal body parts via supervised learning

Kreiman et al. | Oct 28, 2023

Recognition of animal body parts via supervised learning
Image credit: Kreiman et al. 2023

The application of machine learning techniques has facilitated the automatic annotation of behavior in video sequences, offering a promising approach for ethological studies by reducing the manual effort required for annotating each video frame. Nevertheless, before solely relying on machine-generated annotations, it is essential to evaluate the accuracy of these annotations to ensure their reliability and applicability. While it is conventionally accepted that there cannot be a perfect annotation, the degree of error associated with machine-generated annotations should be commensurate with the error between different human annotators. We hypothesized that machine learning supervised with adequate human annotations would be able to accurately predict body parts from video sequences. Here, we conducted a comparative analysis of the quality of annotations generated by humans and machines for the body parts of sheep during treadmill walking. For human annotation, two annotators manually labeled six body parts of sheep in 300 frames. To generate machine annotations, we employed the state-of-the-art pose-estimating library, DeepLabCut, which was trained using the frames annotated by human annotators. As expected, the human annotations demonstrated high consistency between annotators. Notably, the machine learning algorithm also generated accurate predictions, with errors comparable to those between humans. We also observed that abnormal annotations with a high error could be revised by introducing Kalman Filtering, which interpolates the trajectory of body parts over the time series, enhancing robustness. Our results suggest that conventional transfer learning methods can generate behavior annotations as accurate as those made by humans, presenting great potential for further research.

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