• Title/Summary/Keyword: human behaviour studies

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Farm to abattoir conditions, animal factors and their subsequent effects on cattle behavioural responses and beef quality - A review

  • Njisane, Yonela Zifikile;Muchenje, Voster
    • Asian-Australasian Journal of Animal Sciences
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    • v.30 no.6
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    • pp.755-764
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    • 2017
  • The current review seeks to highlight the concerns that have been raised on pre-slaughter stress, contributing factors and its consequent effects on cattle behavioural responses and the quality of beef; inter-linking the activities involved from birth to slaughter. Such information is crucial in light of the consumer concerns on overall animal welfare, quality of meat and food security. Slaughter animals are exposed to different conditions during production and transportation to abattoirs on a daily basis. However; the majority of studies that have been done previously singled out different environments in the meat production chain, while conclusions have been made that the welfare of slaughter animals and the quality of meat harvested from them is dependent on the whole chain. Behaviour is a critical component used to evaluate the animals' wellbeing and it has been reported to have an effect on product quality. Apart from the influence of on-farm, transportation and abattoir conditions, the genetic background of the animal also affects how it perceives and responds to certain encounters. Stress activates the animals' hypothalamic-pituitary-adrenal activity, triggering release of various stress hormones such as catecholamines and cortisol, thus glycogen depletion prior slaughter, elevated ultimate pH and poor muscle-meat conversion. Pre-slaughter stress sometimes results to cattle attaining bruises, resulting to the affected parts of the carcass being trimmed and condemned for human consumption, downgrading of the carcass and thus profit losses.

EU FP6 Welfare Quality® Poultry Assessment Systems

  • Butterworth, A.
    • Korean Journal of Poultry Science
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    • v.36 no.3
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    • pp.239-246
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    • 2009
  • Animal welfare is of considerable importance to European consumers and citizens, this being most recently confirmed in EU barometer studies. Researchers and others have long proposed that animal-based measures (measures taken on animals, e.g. their health and behaviour) can provide a valid indicator of animal welfare; since welfare is a characteristic of the individual animal. Therefore, a welfare assessment can be essentially based on animal-based measures, but with use of resource measures to provide the capacity to assess 'risk factors'. The first goal of this project was to develop a welfare monitoring system that enables assessment of welfare status through standardised conversion of welfare measures into accessible and understandable information. The acquired information on one hand provides feedback to animal unit managers about the welfare status of their animals, and on the other, information on the welfare status of animal-related products for consumers and retailers. The second goal of Welfare $Quality^{(R)}$ was to improve animal welfare by minimising the occurrence of harmful behavioural and physiological states, improving human-animal relationships, and providing animals with safe and stimulating environments. The different measurable aspects of welfare to be covered are turned into welfare criteria. The criteria reflect what is meaningful to animals as understood by animal welfare science. Once all the measures have been performed on an animal unit, a bottom-up approach is followed to produce an overall assessment of animal welfare on that particular unit: first the data collected (i.e. values obtained for the different measures on the animal unit) are combined to calculate criterion-scores; then criterion-scores are combined to calculate principle-scores; and finally the animal unit is assigned to a welfare category according to the principle-scores it obtained.

Gameplay Experience as A Problem Solving - Towards The New Rule Spaces - (문제해결로서의 게임플레이 경험 - 새로운 법칙공간을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.25-41
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    • 2009
  • The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.

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Recent Trend in Measurement Techniques of Emotion Science (감성과학을 위한 측정기법의 최근 연구 동향)

  • Jung, Hyo-Il;Park, Tae-Sun;Lee, Bae-Hwan;Yun, Sung-Hyun;Lee, Woo-Young;Kim, Wang-Bae
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.235-242
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    • 2010
  • Emotion science is one of the rapidly expanding engineering/scientific disciplines which has a major impact on human society. Such growing interests in emotion science and engineering owe the recent trend that various academic fields are being merged. In this paper we review the recent techniques in the measuring the emotion related elements and applications which include animal model system to investigate the neural network and behaviour, artificial nose/neuronal chip for in-depth understanding of sensing the outer stimuli, metabolic controlling using emotional stimulant such as sounds. In particular, microfabrication techniques made it possible to construct nano/micron scale sensing parts/chips to accommodate the olfactory cells and neuron cells and gave us a new opportunities to investigate the emotion precisely. Recent developments in the measurement techniques will be able to help combine the social sciences and natural sciences, and consequently expand the scope of studies.

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