984 resultados para bird watching


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Citizen science projects have demonstrated the advantages of people with limited relevant prior knowledge participating in research. However, there is a difference between engaging the general public in a scientific project and entering an established expert community to conduct research. This paper describes our ongoing acoustic biodiversity monitoring collaborations with the bird watching community. We report on findings gathered over six years from participation in bird walks, observing conservation efforts, and records of personal activities of experienced birders. We offer an empirical study into extending existing protocols through in-context collaborative design involving scientists and domain experts.

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Little is known about how non-consumptive recreationists perceive their impacts on animals and how this relates to recreationist behavior. We surveyed attitudes and behaviors relating to bird disturbance of 179 birdwatchers who visited a world-renowned, restricted-access birdwatching destination (the Western Treatment Plant [WTP], Victoria, Australia). We distributed a 10-page, 49-question survey to birdwatchers at the WTP and posted it to a mailing list of those who held birdwatching access permits. The questionnaire explored socio-demographic profiles of respondents, and their bird- watching behaviors and attitudes to bird disturbance. Birdwatchers regarded vehicles as particularly disturbing and some bird groups, and breeding birds, as especially sensitive to disturbance. They generally disagreed with the contention that birdwatchers and plant workers disturb birds. All respondents reported using strategies to mitigate bird disturbance (e.g., keeping quiet and distant). Those who adopted more strategies to mitigate disturbance agreed more with the contention that birdwatchers and workers cause disturbance, and that breeding birds are especially sensitive to disturbance. Our results suggest that birdwatchers who perceive that their activity disturbs birds are more likely to modify their behaviors to minimize the disturbance. As such, wildlife managers and educators must clearly communicate possible impacts of birdwatching to birdwatchers to maximize the uptake of ethical birdwatching practices.

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Includes index

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This paper investigates engaging experienced birders, as volunteer citizen scientists, to analyze large recorded audio datasets gathered through environmental acoustic monitoring. Although audio data is straightforward to gather, automated analysis remains a challenging task; the existing expertise, local knowledge and motivation of the birder community can complement computational approaches and provide distinct benefits. We explored both the culture and practice of birders, and paradigms for interacting with recorded audio data. A variety of candidate design elements were tested with birders. This study contributes an understanding of how virtual interactions and practices can be developed to complement existing practices of experienced birders in the physical world. In so doing this study contributes a new approach to engagement in e-science. Whereas most citizen science projects task lay participants with discrete real world or artificial activities, sometimes using extrinsic motivators, this approach builds on existing intrinsically satisfying practices.

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Observations are presented of Forest Ravens Corvus tasmanicus, and an Australian Magpie Gymnorhina tibicen, foraging by gleaning the sand on a beach.

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Observations of Rufous-banded Honeyeaters Conopophila albogularis ground-foraging amongst tall grass near Darwin are described. Previous published studies indicate that ground-foraging is rare for this species. These observations suggest that ground-foraging may constitute an established foraging behaviour at certain times.

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"To which is added The second annual report of the Rhinebeck Bird Club."

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Cover title.

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This document is the first bulletin of the Audubon Society of South Carolina. The bulletin provides information for those who wish to study birds or teach bird study.

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Designers need to develop good observational skills in order to conduct user studies that reveal the subtleties of human interactions and adequately inform design activity. In this paper we describe a game format that we have used in concert with wiki-web technology, to engage our IT and Information Environments students in developing much sharper observational skills. The Video Card Game is a method of video analysis that is suited to design practitioners as well as to researchers. It uses the familiar format of a card game similar to "Happy Families,, to help students develop themes of interactions from watching video clips. Students then post their interaction themes on wiki-web pages, which allows the teaching team and other students to edit and comment on them. We found that the tangible (cards), game, role playing and sharing aspects of this method led to a much larger amount of interaction and discussion between student groups and between students and the teaching team, than we have achieved using our traditional teaching methods, while taking no more time on the part of the teaching staff. The quality of the resulting interaction themes indicates that this method fosters development of observational skills.In the paper we describe the motivations, method and results in full. We also describe the research context in which we collected the videotape data, and how this method relates to state of the art research methods in interaction design for ubiquitous computing technology.

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The present paper focuses on some interesting classes of process-control games, where winning essentially means successfully controlling the process. A master for one of these games is an agent who plays a winning strategy. In this paper we investigate situations in which even a complete model (given by a program) of a particular game does not provide enough information to synthesize—even incrementally—a winning strategy. However, if in addition to getting a program, a machine may also watch masters play winning strategies, then the machine is able to incrementally learn a winning strategy for the given game. Studied are successful learning from arbitrary masters and from pedagogically useful selected masters. It is shown that selected masters are strictly more helpful for learning than are arbitrary masters. Both for learning from arbitrary masters and for learning from selected masters, though, there are cases where one can learn programs for winning strategies from masters but not if one is required to learn a program for the master's strategy itself. Both for learning from arbitrary masters and for learning from selected masters, one can learn strictly more by watching m+1 masters than one can learn by watching only m. Last, a simulation result is presented where the presence of a selected master reduces the complexity from infinitely many semantic mind changes to finitely many syntactic ones.