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Matthew J. Davis

Bio: Matthew J. Davis is an academic researcher from University of Utah. The author has contributed to research in topics: Welfare & Ethnic group. The author has an hindex of 2, co-authored 4 publications receiving 7 citations.

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Journal ArticleDOI
TL;DR: Design and development recommendations originating from work creating two VR training applications for the child welfare workforce are provided, including incorporating evidence-based learning theories, gaining and maintaining learner engagement using motivational strategies, and creating collaborative technology development teams.
Abstract: Virtual Reality (VR) is used increasingly for training in human services. A framework that can guide the development and implementation of VR training approaches in human services is needed if the ...

7 citations

Journal ArticleDOI
TL;DR: In this paper, virtual home simulation (VHS) and virtual Motivational Interviewing (VMI) are presented as an approach to develop virtual simulations that provide child welfare workers a means to deliberately practice essential skills toward competence before entering the workforce.
Abstract: Technology-enhanced training such as virtual simulations can be effective only to the extent evidence-based principles of learning are integrated into their training platforms. Assuming skill acquisition is the target of training, programs should include time and space for repeated practice opportunities structured through evidence-based learning theories (Amodeo et al. in Adm Soc Work 33:423-438, 2009). Essential learning attributes derived from Cognitive Load Theory (Sweller in Cognit Sci 12:257-285, 1988) and the Theory of Deliberate Practice (Ericsson et al. in Psychol Rev 100:363-406, 1993) can effectively integrate into virtual simulations intended to build expertise. Virtual Home Simulation (VHS) and Virtual Motivational Interviewing (VMI) are presented in this paper as an approach to develop virtual simulations that provide child welfare workers a means to deliberately practice essential skills toward competence before entering the workforce. This paper reviews the development process, specific design aspects, and lessons learned as a guide on how to integrate effective learning attributes. Implications for using virtual simulations, including cost-benefits, measuring performance over time, and addressing training complications due to Covid-19 or similar obstacles, are also provided.

3 citations

Journal ArticleDOI
20 Sep 2011
TL;DR: In this article, the authors investigated whether providing legal representation to ethnic/racial minority youth in juvenile court would lead to fewer convictions and less severe sanctions, and found that legal representation was associated with less and more severe sanctions than recommended sentencing guidelines.
Abstract: Literature has revealed that ethnic/racial minority youth are over-represented in the juvenile justice system. The present study investigated whether providing legal representation to ethnic/racial minority youth in juvenile court would lead to fewer convictions and less severe sanctions. The sample consisted of 10,938 youth (2003–2007), with 32% ethnic/racial minority youth. The state's juvenile sentencing guidelines were used to evaluate the legal representation practice. Multinomial regressions were conducted to examine the effect of legal representation and ethnicity on convictions and sanctions, controlling for criminal history and severity of offense. Results were that legal representation for both ethnic/racial minority and non-minority youth decreased the likelihood of convictions. However, legal representation was also associated with less and more severe sanctions than recommended sentencing guidelines. Taken together, legal representation for youth in juvenile court may lead to dismissal of cri...

2 citations

Journal ArticleDOI
TL;DR: In this paper, the authors demonstrate two case examples, one focusing on enhanced learning tools through virtual reality (VR) and the other on strengthening collaborations between healthcare teams and the child welfare system.
Abstract: Background: Two disciplines that work in the child welfare arena, social welfare and healthcare, are crucial for addressing families’ and children’s needs in social, emotional, and physical healthcare situations. How child welfare workers are trained and how healthcare teams collaborate with other stakeholders in the child welfare system is crucial in meeting and sustaining the needs of families and children. Methods: We demonstrate two case examples, one focusing on enhanced learning tools through virtual reality (VR) and the other on strengthening collaborations between healthcare teams and the child welfare system. Results: For the VR training tool, 79% of participants indicated they would recommend the VR learning tool as effective in developing skills in the child welfare workforce. In response to the learning collaborative project, child welfare participants reported positive impressions regarding collaborative practices while identifying system-level barriers to implementation. Conclusion: Findings from these two case studies provide insights from which to consider system development for designing and implementing sustainable improvements in child welfare approaches to families and children referred for suspected maltreatment.

2 citations


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630 citations

01 Jan 2018
TL;DR: In this paper, the authors show that video-simulation is an effective technique to improve decision-making skills for invasion tasks and suggest that VR training stimulate processes that are, at least in part, distinct from those engaged in CS training.
Abstract: A large body of literature supports the effectiveness of video-simulation to improve on-court/on-field performance in interceptive tasks (e.g., hitting a baseball; Broadbent et al. 2015). However, its effectiveness for invasion tasks requiring the localization of teammates and opponents to select the optimal action has yet to be demonstrated. In addition, whether presenting the video-simulation in virtual-reality provides an added-value is unknown. To test these two questions, varsity-level basketball players underwent four training sessions during which they observed video clips of basketball plays presented either on a computer screen (CS group) or using a virtual-reality headset (VR group). A third group watched footage from NCAA playoff games on a computer screen (CTRL group). Decision-making skills were tested on-court before and after the four training sessions using two types of plays: "trained" plays (plays presented during the CS and VR training sessions) and "untrained" plays (plays presented only during the on-court tests). Our results revealed that both VR and CS simulations allowed participants to significantly improve their on-court decision-making skills compared to the CTRL group (mean improvement of 25.1%±6.64, 11.3%±3.59, and 0.9%±3.31, respectively). In addition, while VR and CS groups both significantly improved for the "trained" plays (23.5%±6.9 and 15.5%±5.5, respectively), only VR led to a performance increase of the "untrained" plays (28.3%±11.8 and 3.3%±6.7, respectively). Our results demonstrate that video-simulation is an effective technique to improve decision-making skills for invasion tasks and suggest that VR training stimulate processes that are, at least in part, distinct from those engaged in CS training.

12 citations

Journal ArticleDOI
TL;DR: In this paper , the authors used proteomics-based analysis to identify functional proteins and bioactive peptides produced from the enzymatic digestion of black soldier fly (Hermetia illucens L., BSF) fed with food wastes.
Abstract: Food waste is becoming more prevalent, and managing it is one of the most important issues in terms of food safety. In this study, functional proteins and bioactive peptides produced from the enzymatic digestion of black soldier fly (Hermetia illucens L., BSF) fed with food wastes were characterized and quantified using proteomics-based analysis. The results revealed approximately 78 peptides and 57 proteins, including 40S ribosomal protein S4, 60S ribosomal protein L8, ATP synthase subunit alpha, ribosomal protein S3, Histone H2A, NADP-glutamate dehydrogenase, Fumarate hydratase, RNA helicase, Chitin binding Peritrophin-A, Lectin C-type protein, etc. were found in BSF. Furthermore, functional analysis of the proteins revealed that the 60S ribosomal protein L5 (RpL5) in BSF interacted with a variety of ribosomal proteins and played a key role in the glycolytic process (AT14039p). Higher antioxidant activity was found in peptide sequences such as GYGFGGGAGCLSMDTGAHLNR, VVPSANRAMVGIVAGGGRIDKPILK, AGLQFPVGR, GFKDQIQDVFK, and GFKDQIQDVFK. It was concluded that the bioconversion of food wastes by BSF brought about the generation of a variety of functional proteins and bioactive peptides with strong antioxidant activity. However, more studies are required to exploit BSF's potential in the value addition of food wastes.

6 citations

Journal ArticleDOI
TL;DR: In this article , a systematic review of the applications of virtual reality in smart manufacturing is presented, and the practical challenges and the possible future direction are also covered, as well as the practical solutions and possible future directions.
Abstract: Intelligent manufacturing (IM), sometimes referred to as smart manufacturing (SM), is the use of real-time data analysis, machine learning, and artificial intelligence (AI) in the production process to achieve the aforementioned efficiencies. Human-machine interaction technology has recently been a hot issue in smart manufacturing. The unique interactivity of virtual reality (VR) innovations makes it possible to create a virtual world and allow users to communicate with that environment, providing users with an interface to be immersed in the digital world of the smart factory. And virtual reality technology aims to stimulate the imagination and creativity of creators to the maximum extent possible for reconstructing the natural world in a virtual environment, generating new emotions, and transcending time and space in the familiar and unfamiliar virtual world. Recent years have seen a great leap in the development of intelligent manufacturing and virtual reality technologies, yet little research has been done to combine the two popular trends. To fill this gap, this paper specifically employs Preferred Reporting Items for Systematic Reviews and Meta-analysis (PRISMA) guidelines to conduct a systematic review of the applications of virtual reality in smart manufacturing. Moreover, the practical challenges and the possible future direction will also be covered.

3 citations