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Cops need to fighting criminals, not each other
Some of the most senior officers in the Queensland Police Service have come out swinging against the Commissioner of Police
Decentralized Digital Asset Research Almanac:Volume 2: 2023
This second volume of the Almanac provides data and analysis on the performance of the largest DDAs, as measured by market capitalisation at coinmarketcap.com, providing data for academics, policymakers, and the public who research DDAs. The almanac analyses the performance of the eight largest DDAs, excluding stablecoins and exchange coins
FMV on the 3DO: Full Motion Video and its Role in the Promise of an Interactive Multimedia Console
This paper examines the intersection of the Full Motion Video (FMV) game in the early 1990s (Majewski & Knight, forthcoming) and the 3DO Interactive Multiplayer console in an effort to explore the ambition, experimentation, media convergence and ultimate demise shared by the FMV genre and the 3DO.The 3DO Interactive Multiplayer was a home platform initially released in 1993 and is considered the earliest entry in the fifth generation of videogame consoles (Forster, 2006). An experiment in creating a CD-ROM multimedia system, the 3DO aimed to integrate videogames into a wider home entertainment product (Therrien, 2012). The console’s technology as well as its philosophy as a multimedia system and promotion as a kind of ‘product of the future’ saw an opportunity in FMV games. These had a clear visual differentiation from traditional 16-bit (sprite-based) graphics by virtue of the use of live-action video (Perron, 2014) and represented a possible future of interactive entertainment (Russell, 2012).The paper argues that the 3DO and FMV are 'kindred spirits'. The 3DO was itself a kind of ‘failed’ experiment to integrate music (CD audio), video (VCD), and videogames (CD-ROM), giving rise to the shared theme of the ambition of media convergence (Therrien, 2012) as a connective element to FMV games. And just as the 3DO is considered to be a flawed system for several reasons (Herrman, 2014; Kent, 2021), the FMV games of the 1990s were experiments that were often innovative, sometimes impressive, but frequently awkward and often downright bad.FMV games held and indeed continue to hold a conspicuous position in the popular imagination with regard to the types of games associated with the profile of this platform (Therrien, 2012). A significant part of this was the 3DO’s technology including a 32-bit processor, separate video processors able to render images at 480i and the presence of a CD-ROM drive, all of which were conducive to FMV playback and interactivity (Wardyga, 2019).Several prominent games will be discussed as exemplars of the 3DO’s promised ambitions, experimentation, as well as the platform’s disreputability. FMV games released on the 3DO system ran the gamut of variations within the genre (Majewski & Knight, 2025) – from the central variant of the interactive movie (Perron, 2008; 2014; Fahs, 2008) with ports of ten games by third-party developer/publisher American Laser Games such as Mad Dog McCree (1993) and Space Pirates (1995), to the point-and-click adventure crime thriller of Snow Job (3DO Studio, 1995), to space shooters such as Shock Wave (EA, 1994) and Wing Commander III: Heart of the Tiger (Origin Systems, 1994), adventure games - The Daedalus Encounter (Virgin Interactive, 1995), through to the infamous Night Trap (Sega, 1993) and the well-regarded horror adventure game D (Panasonic, 1995). Overall, it is argued the failure of the 3DO is tightly interwoven with the rapid decline and ultimate demise of the FMV genre, though it would be impossible to ascribe or document a cause-and-effect relationship between these failures.REFERENCESFahs, T. (2008). The Lives and Deaths of the Interactive Movie. IGN.com. Retrieved from IGN via the Internet Archive: http://web.archive.org/web/20080308220518/http://retro.ign.com/articles/856/856379p1.htmlForster, W. (2006). The encyclopedia of game machines: Consoles, handhelds & home computers 1972-2005. Germany: GAMEplan.Herrman. L. (2014). The later generation home video game systems. In M. J. P. Wolf (Ed.), The video game explosion: A History from PONG to PlayStation and beyond (pp. 162-171). Westport, Conn: Greenwood Press.Howells, S.A. (2002). Watching a game, playing a movie: when media collide. In G. King & T. Krzywinska (Eds.), Screenplay: Cinema/videogames/interfaces (pp. 110-121). London: Wallflower Press.Kent, S. (2021). The Ultimate history of video games volume 2: Nintendo, Sony, Microsoft, and the billion-dollar battle to shape modern gaming. New York: Crown.Majewski, J., & Knight, S. (2025). The FMV game: A genre that never existed, but refuses to die. In G. Voorhees, J. Call, B. Brey, & M. Wysocki (Eds.), Emerging genres: New formations of games. London: Bloomsbury Academic.Majewski, J., & Knight, S. (forthcoming). Hollywood envy, or necessary development?: Adopting classical narrative strategies of film in the FMV games of the 1990s. Convergence: The International Journal of Research into New Media Technologies.PatmanQC (2020, 11 June). The history of Mad Dog McCree arcade console documentary. PatmanQC - History of arcade game documentaries (YouTube Channel). Retrieved from https://www.youtube.com/watch?v=FfT2rLonGvwPerron, B. (2003). From gamers to players and gameplayers: The example of interactive movies. In M. J. P. Wolf and B. Perron (Eds.), The Video game theory reader (pp. 237-258). Abingdon, UK: Routledge.Perron, B. (2014). Genre profile: Interactive movies. In M. J. P. Wolf (Ed.), The video game explosion: A history from PONG to PlayStation and beyond (pp. 127-134). Westport, Conn: Greenwood Press.Poremba, C. (2022). Wing Commander III: Heart of the Tiger. In B. Perron et al. (Eds.), Fifty key video games. (pp. 293-299). London: Routledge.Russell, J. (2012). Generation Xbox: How videogames invaded Hollywood. Lewes, UK: Yellow Ant.Therrien, C. (2008). CD-ROM games. In M. J. P. Wolf (Ed.), The video game explosion: A history from PONG to PlayStation and beyond (pp. 121-125). Westport, Conn: Greenwood Press.Therrien, C. (2012). 3DO Interactive Multiplayer. In M. J. P. Wolf (Ed.), Encyclopedia of video games: The culture, technology, and art of gaming (pp. 544-546). London: Bloomsbury Publishing.Therrien, C., Poremba, C., & Ray, J. (2020). From dead-end to cutting edge: Using FMV design patterns to jumpstart a video revival. Game Studies 4(20). Retrieved from https://gamestudies.org/2004/articles/therrienporembarayWardyga, B. J. (2019). The Video games textbook: History, business, technology. Boca Raton, FL.: CRC Press.Williams, A. (2012). History of digital games: Developments in art, design and interaction. Boca Raton, FL.: CRC Press.Wrestling With Gaming (2018, 10 March). The Story of Digital Pictures & The Sega CD’s Full Motion Video Games. Wrestling With Gaming (YouTube Channel). Retrieved from https://www.youtube.com/watch?v=yhIttcRZAhc<br/
Mandatory research projects during medical specialist training in Australia and New Zealand: a survey of trainees’ experiences and reports
Objective:To determine how many specialist trainees are required to conduct research projects, how they conduct these studies, and their views on the value of these activities; to assess the design and reporting quality of their research reports.Study design:Online, anonymous survey.Setting, participants:Current and recent trainees (past five years) at Australian and New Zealand specialist colleges, recruited through eleven colleges and snowballing; survey was available 31 March – 31 December 2021.Main outcome measures:Whether trainees were required to conduct research as part of specialty training; how they conducted their projects; the skills mix of the project team and access to relevant expertise and supervision; trainee views on mandatory research during specialty training; research engagement after training. Respondents were invited to submit project reports for reporting and methodological quality evaluation.Results:A total of 371 people commenced the survey; 361 respondents provided answers about mandatory research projects during specialist training, including 311 (86%) who had been required to complete projects. Seventy-six of 177 people who had completed projects (43%) provided information about 92 projects and submitted 34 project reports for evaluation. Thirty-eight projects (41%) investigated questions developed by the trainees alone; in 48 cases (52%) trainees had planned their projects with little outside input; of the 69 study protocols developed (75% of projects), 60 were developed by the trainees. The median proportion of time devoted to the research project exceeded 50% for trainees in ten of twelve colleges. Respondents typically worked in non-collaborative teams, restricted to members of their own specialty, and additional expertise was limited to statisticians, allied health professionals, and nurses. Eighty-seven of 174 participants who had completed projects (50%) felt that doing so was very or moderately important for their clinical careers; 36 of 67 respondents (54%) supported the requirement for scholarly projects during specialty training; 33 of 61 respondents (54%) had participated in research after completing training, and 44 (72%) had considered doing so. Twenty-five of 34 available reports had been published; in 27 assessable reports, methods and results reporting was generally poor, and the risk of bias moderate to high in all but three. Participants criticised using their own time for projects and their potentially low quality results.Conclusion:For trainees who undertake specialty training, the time commitment and poor quality research associated with mandatory research projects were frequently concerns. Medical colleges should focus on research training tailored to individual career aspirations and training needs
After 3 years of war, Ukrainian business leaders share their lessons on survival
It’s exactly three years since Russia began its full-scale invasion of Ukraine.During that time, Ukrainians have lived through one of the world’s largest and most brutal humanitarian crises. Yet their resilience remains high
Interprofessional collaboration in general practice
Interprofessional collaborative practice involves two or more healthcare providers from different disciplines working with patients, their families, carers, and communities to provide comprehensive care.1 General practice provides holistic, person-centred care to individuals and communities throughout all stages of life.2 It is responsible for delivering an expansive range of medical and other healthcare services, including disease diagnosis, disease management, preventive care, and health promotion.3 An integral part of this work involves coordinating patient care with health and social care providers, such as nurses, allied health professionals, aged care providers, care workers, and other community service providers, in primary and other healthcare settings, as part of interprofessional teams to ensure that patient care needs are met appropriately and comprehensively
Migrant Workers in the Construction Industry: A Bibliometric and Qualitative Content Analysis
The construction industry, a major global employer, increasingly relies on migrant construction workers (MCWs) to mitigate labor shortages and enhance cost efficiency. Despite their vital role, MCWs face numerous challenges, including exploitation during recruitment, safety risks, health issues, and difficulties with social integration. Current research into MCWs is dispersed across various disciplines—such as occupational safety, health, and social issues—and lacks a cohesive review of achievements and gaps. To address this, the present study employs bibliometric and qualitative content analysis to evaluate research progress, domains, hotspots, and trends from 2004 to 2024. The dataset, sourced from the Web of Science (WoS), includes 112 publications. The analysis reveals a steady growth in MCWs research, divided into two distinct phases, with significant contributions from 307 authors across 30 countries. The study also examines robust international collaboration and the prominent role of influential research institutions. The research identified ten key areas of focus and engaged in discussion. This comprehensive overview of MCWs research provides valuable insights for future studies and policy development, aiming to enhance conditions for MCWs and inform effective intervention strategies for this vulnerable workforce.</p
Cops can't chase stolen cars in a family SUV
With the rollout of hybrid vehicles police may be less than eager to engage in any urgent-duty driving, writes Terry Goldsworthy
Lessons from Volunteers: Enhancing Innovation Managers’ Retention
This paper investigates the impact of the innovation funnel on workforce motivation, focusing on innovation managers who often face low retention rates due to the funnel’s inherent dynamics. While numerous projects are initiated, few succeed, creating a precarious career path where even a single failure can jeopardize a manager's position. Despite support measures, such as additional resources, specific software and executive backing, these efforts have not sufficiently addressed the underlying challenges. Our research highlights the pivotal role of intrinsic motivation in the long-term success and retention of innovation managers. Drawing from strategies in the volunteering sector, where motivation is predominantly intrinsic, we conducted qualitative interviews with Australian volunteers in 2024 to identify transferable practices. These insights were adapted into actionable measures for sustaining innovation managers’ motivation and enhancing retention. Our findings provide a novel perspective from a different angle and offer practical recommendations for organizations to better support their innovation-workforce
“Oxyplastogen”: Investigating biological mechanisms and potential applications for hyperbaric Induced neuroplasticity, a narrative review
Neuroplasticity, also known as neural plasticity or brain plasticity, is the brain’s ability to reorganise, restructure, adapt and create new connections in response to stimuli from the environment. This plays a large role in the treatment, rehabilitation and management of brain pathologies, injuries and diseases as well as creating an optimised brain state for learning. Hyperbaric oxygen therapy (HBOT) is a treatment where the patient is placed into a chamber that is pressurized to a pressure greater than 1 atmosphere of absolute pressure (ATA) whilst breathing 100% medical grade oxygen. This leads to large amounts of oxygen dissolving in the plasma creating a substantial increase in cellular oxygen. This review search the online databases such as MEDLINE, PubMed and the Cochrane library for studies reporting HBOT having a neuroplastic effect and the pathologies/injuries it was used for. Analysis of these studies suggest how HBOT can create a favourable environment for neuroplasticity to take place, the biological mechanisms on how this is achieved, the literature on its potential applications to brain disorders and the literature around dosages and protocols. This review will inform future research looking at further understanding the neuroplasticity biological processes and optimising the dose and protocol of HBOT to achieve optimum neuroplasticity for specific conditions as well as looking at therapeutic synergy with other modalities such as psychological therapies. To the authors knowledge this is the first review to exclusively look at HBOT and neuroplasticity which will help guide further research on the subject. https://therapeuticsciencesjournal.org/publications/ols/products/xn--oxyplastogen-investigating-biological-mechanisms-and-potential-applications-for-hyperbaric-induced-neuroplasticity-a-narrative-review-hn21gje<br/