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Stripped of Recognition:Strip Searching Practices Following the UK Supreme Court’s Definition of ‘Woman’ as Biological
What is known about gambling in lesbian, gay, bisexual, trans and queer (LGBTQ+) communities? A scoping review
Background: Gambling is of public health importance due to the potential impacts of gambling on individuals and their communities. Objectives: This review draws on evidence to address: ‘What is known about gambling in lesbian, gay, bisexual, trans and queer+ (LGBTQ+) communities?’ including (i) the prevalence of gambling harm; (ii) the lived experience of gambling harms; (iii) the interventions and service barriers and (iv) the risk and protective factors against gambling harms. Eligibility criteria: The identified peer-reviewed and grey literature papers were screened against inclusion and exclusion criteria by two reviewers prior to extracting data. Eligibility for inclusion was assessed via the Critical Appraisal Skills Programme (CASP) framework and a Weight of Evidence approach. Sources of evidence: PubMed, Web of Science, ProQuest, Google Scholar and Cochrane were searched for peer reviewed and grey literature published from June 2000 to June 2023. Charting methods: Data extraction tables were developed to include the characteristics, methods, sample and key findings for each study. Results: 19 papers were included, which showed mixed prevalence of problems with gambling among lesbian, gay and bisexual populations. There is more consistent evidence that trans and gender diverse people experience higher levels of problems with gambling compared with cisgender (not trans) people. Limited research focused on the lived experience or the wider impact of gambling harm among LGBTQ+communities. Risk factors for gambling harm included minority stress, societal stigma, discrimination and isolation. Protective factors against gambling harm included higher levels of support, positive social interaction and mainstream community connectedness. No studies were identified with gambling interventions specific to LGBTQ+people. General health service barriers included professionals’ use of pathologising language or a lack of cultural competency and education around LGBTQ+issues. Conclusion: Research on LGBTQ+ gambling harm remains distinctly limited. Further, population-based surveys as well as in-depth qualitative research are needed to develop a comprehensive understanding of gambling in LGBTQ+communities. Research should be undertaken in collaboration with LGBTQ+peers. A better understanding of gambling could inform a whole systems approach with targeted interventions to protect against gambling harm and to promote greater health equity. Open Science Framework registration number (http://osf.io/jf85y/)
Cracks in left strategy:Interstitial revolution in E. O. Wright and John Holloway
Over the past two decades, anti-capitalist social and political theorists have increasingly embraced the transformative potential of solidaristic organisations that exist within the ‘cracks’ (the ‘interstices’) of the capitalist system. The argument goes that by growing and expanding progressive organisations within capitalism’s ‘cracks’, activists can peacefully usher in a post-capitalist future. Such an approach is referred to as an interstitial strategy. Yet, despite the growth of the related literature, which increasingly extends far beyond social and political thought, the foundational ideas of such an interstitial strategy have not been sufficiently interrogated. We demonstrate that two of the key texts that explicitly endorse such an interstitial transformative strategy, Erik Olin Wright’s Envisioning Real Utopias and John Holloway’s Crack Capitalism, use the term in significantly different ways, pointing towards qualitatively distinct and potentially incompatible theories of social change. In this article, we sympathetically reconstruct both accounts, identify their fundamental disconnects and stress the need for a coherent revolutionary strategy to undergird anti-capitalist activism
Glaze Research:Development of ceramic glazes ranging from 1080C - 1280C
Extensive body of reserach undertaken to develop new and innovative collection of ceramic glazes to showcase in published works and to use in own practice. Glazes were formulated and developed using online glaze calculator Glazy.org to create new glaze finishes and surface types ranging in temperatures from 1080-1180C (earthenware) 1200-1220C (mid-temperature) and 1220-1300C (stoneware)
Image, Memory, Place
A group exhibition bringing together recent works by artists Matthew Cornford, Fergus Heron, Alexander James Pollard and Naomi Salaman. The art school is the connective thread throughout this exhibition, providing a shared context for the works on display. It reflects an interest in the physical site of the art school as a platform and resource, alongside its disappearing histories, the rise of data technology and AI, and the social and political narratives surrounding art education in higher education. Each of the participating artists studied at art schools and have spent many years teaching within them. Their combined experience as students and educators act as a kind of tachometer – measuring the passage of time in art education and revealing the lived politics, events and transformations that have shaped and continue to shape its history.<br/
Neuroplastic Reflective Game Design: A Framework Bridging Neuroscience and Game-Based Learning
This paper introduces Neuroplastic Reflective Game Design (NRGD), a theoretical framework that bridgesneuroscience and game-based learning by linking reflective gameplay to underlying neuroplastic mechanisms.Neuroplasticity, the brain’s capacity to reorganise neural connections, underpins learning, memory, and adaptability, yet its potential role in educational design remains underexplored. Reflection, defined as the deliberate evaluation of experience, engages prefrontal and cingulate regions, reinforcing executive functions and long-term retention. Digital games provide fertile ground for embedding structured reflection because they combine immersion, interactivity, and feedback, but their capacity to deliberately support neuroplasticity has not been systematically theorised. A structured literature review synthesised insights from neuroscience, education, and game design. The review revealed that while each domain offers valuable perspectives, such as neural mechanisms of plasticity, pedagogical models of reflection, and game-based scaffolds for metacognition, they remain siloed. Neuroscience often stops at describing mechanisms, education frames reflection as pedagogy without neural grounding, and games emphasise engagement without connecting to brain adaptability. To address this, the study investigates three guiding questions: (1) how reflective game design can be theoretically extended to support neuroplasticity within digital learning environments; (2) which cognitive and neural mechanisms may be activated through reflection in gameplay; and (3) what design principles can be derived to inform future interdisciplinary work. The NRGD framework responds through four cyclical phases (Gameplay, Assessing Conceptualisation, Active Experimentation in Level Up, and Reflective Feedback). Each one is mapped to cognitive functions and neural processes such as long-term potentiation, synaptogenesis, and error-driven adaptive rewiring. An illustrative example in music theory demonstrates how these phases can be operationalised in practice, and a summary table aligns design features with their associated neurocognitive outcomes. The framework offers practical value for educators and instructional designers seeking deeper learning, for game developers aiming to align mechanics with cognitive science, and for neuroscientists and clinicians exploring applications in neurorehabilitation, lifelong learning, and therapy. While conceptual in nature, the framework also identifies directions for empirical validation, methodological refinement, and adaptation across domains. By bridging pedagogy and neuroscience, NRGD establishes a novel theoretical foundation for designing digital games that are both pedagogically effective and biologically grounded.<br/
Special Issue on “Low Carbon Design and Manufacturing Process”
The design and manufacturing process account for approximately 60–80% of a product’s lifecycle carbon emissions, making them critical junctures for achieving low-carbon transformation across multiple industrial sectors [...
Food and penal legitimacy in women's prisons
Prison is a space of deprivation of liberty with multiple ‘pains of imprisonment’ inflicted on those serving time. One component of the prison experience seldom discussed is the impact of food, particularly the ways in which food communicates broader issues about penal legitimacy. Penal legitimacy – how the penal regime operates in ways which command authority and willingness to comply – has been understood through a multitude of prison regime elements, but rarely in the context of food. We reflect on the outcomes of these experiences and perceptions of food from the perspectives of women in prison, highlighting how these perceptions can impact on the legitimacy of the prison establishment and overall quality of life in prison. Data is drawn from fieldwork in four women's prisons in England, comprising 108 study participants
trustSense:Measuring Human Oversight Maturity for Trustworthy AI
The integration of Artificial Intelligence (AI) systems into critical decision-making processes necessitates robust mechanisms to ensure trustworthiness, ethical compliance, and human oversight. This paper introduces trustSense, a novel assessment framework and tool designed to evaluate the maturity of human oversight practices in AI governance. Building upon principles from trustworthy AI, cybersecurity readiness, and privacy-by-design, trustSense employs a structured questionnaire-based approach to capture an organisation’s oversight capabilities across multiple dimensions. The tool supports diverse user roles and provides tailored feedback to guide risk mitigation strategies. Its calculation module synthesises responses to generate maturity scores, enabling organisations to benchmark their practices and identify improvement pathways. The design and implementation of trustSense are grounded in user-centred methodologies, with defined personas, user flows, and a privacy-preserving architecture. Security considerations and data protection are integrated into all stages of development, ensuring compliance with relevant regulations. Validation results demonstrate the tool’s effectiveness in providing actionable insights for enhancing AI oversight maturity. By combining measurement, guidance, and privacy-aware design, trustSense offers a practical solution for organisations seeking to operationalise trust in AI systems. This work contributes to the discourse on governance of trustworthy AI systems by providing a scalable, transparent, and empirically validated human maturity assessment tool
Emotional adjustment and peer relationships:The role of behavioural reputation and classroom social climate
Internalising and externalising difficulties are linked with poor peer relationships, but there are gaps in our understanding of the reputational and contextual factors that connect emotional adjustment, social behaviour, and social acceptance in the peer group. A sample of 1439 children aged 7–13 years from 60 classrooms provided self-report and peer-nomination data at two time points over one school year. Children completed a self-report measure of anger, anxiety, and depressive symptoms, alongside ratings of positive and negative peer experiences. They also provided responses to a sociometric survey, which generated scores of social preference as well as behavioural reputation for cooperative, disruptive, aggressive, shy, and leadership qualities. Anger predicted lower social preference via a less cooperative reputation and a more disruptive reputation. Results also showed that anger had a weak connection with greater social preference via a less shy reputation. Anxiety predicted lower social preference via a more shy reputation. Moreover, a more problematic classroom social climate, in terms of peer experiences, was found to attenuate the negative peer consequences of the disruptive reputation associated with anger. Results clarify the value of locating internalising and externalising difficulties in the peer context. They advance theoretical conceptions of the social consequences of emotional maladjustment, and indicate the relevance of classroom-level social factors in peer socialisation processes