Catalogue Search | MBRL
Search Results Heading
Explore the vast range of titles available.
MBRLSearchResults
-
DisciplineDiscipline
-
Is Peer ReviewedIs Peer Reviewed
-
Series TitleSeries Title
-
Reading LevelReading Level
-
YearFrom:-To:
-
More FiltersMore FiltersContent TypeItem TypeIs Full-Text AvailableSubjectCountry Of PublicationPublisherSourceTarget AudienceDonorLanguagePlace of PublicationContributorsLocation
Done
Filters
Reset
1,198,127
result(s) for
"environments"
Sort by:
Extreme places : could you live here?
Describes inhabited locations on Earth with some of the most extreme climates and weather patterns, including the coldest place on Earth and the most polluted city.
Test No. 444A: In Vitro Immunotoxicity
in
Environment
2025
This Test Guideline (TG) describes the IL-2 Luc and IL-2 Luc Leukocyte Toxicity Test (LTT)Assays to evaluate the potential immunotoxic effects of chemicals on T lymphoblastic cell line. This cell line allows quantitative measurement of luciferase gene induction by detecting luminescence from well-established light producing luciferase substrates as indicators of the activity of IL-2, IFN-γ and GAPDH in cells following exposure to immunotoxic chemicals. The method is intended to be used as a part of a battery to determine immunotoxic potential of chemicals.
The art of play
by
Watts, Emmy, author
in
Play environments.
,
Play environments Pictorial works.
,
Play environments Design and construction.
2024
A photographic exploration of the world's most imaginative and surprising playscapes, spanning artist-designed play sculptures, picturesque soft plays and wildly creative conceptual playgrounds, from Copenhagen to Canberra, via Bangkok and Beijing. Discover more than 100 playful environments - some recently installed, others currently serving their third generation of children, some private and many more public, but all united by their originality, visual appeal and power to help children unleash their creativity and adventurous spirit.
Extreme animals : the toughest creatures on Earth
by
Davies, Nicola, 1958-
,
Layton, Neal, ill
in
Animals Adaptation Juvenile literature.
,
Extreme environments Juvenile literature.
,
Animals Adaptation.
2009
Animals adapt to their surroundings for survival. Learn how they survive in conditions that humans never would. Are you ready for the competition? From the persevering emperor penguins of the South Pole to the brave bacteria inside bubbling volcanoes, from the hardy reptiles of the driest deserts to the squash-proof creatures of the deepest seabeds, animals have adapted to survive in conditions that would kill a human faster than you can say \"coffin.\" Discover how they do it in this amazing natural history book from a celebrated team - and find out who wins the title of the toughtest animal of them all!
Making Virtual Worlds
by
THOMAS M. MALABY
in
ANTHROPOLOGY
,
Business anthropology
,
Business anthropology -- California -- San Francisco -- Case studies
2009,2011
The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online.
Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created.
Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? \"Lindens\"-as the Linden Lab employees call themselves-found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions.
InMaking Virtual Worlds, Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.
Microplastic in fish – A global synthesis
by
Wootton, Nina
,
Reis-Santos, Patrick
,
Gillanders, Bronwyn M
in
Aquaculture
,
Aquatic environment
,
Brackishwater environment
2021
Plastic contamination is ubiquitous, with plastic found in hundreds of species of aquatic wildlife, including fish. Lacking a broad and comprehensive view of this global issue across aquatic environments, we collated and synthesised the literature that focuses on microplastic ingestion in fish from marine, freshwater and estuarine environments. First, we assessed how the approaches used to investigate microplastic in fish have changed through time, comparing studies globally. A greater understanding of this changing landscape is essential for rigorous and coherent comparisons with only 42% of published studies following recommended approaches of chemical digestions and verifying plastic via polymer identification. Then, using this subset of studies, we found that 49% of all fish sampled globally for microplastic ingestion had plastic (average of 3.5 pieces per fish), with fish from North America ingesting more plastic than fish from other regions. We then evaluated the role of environment, habitat, feeding strategy and source (i.e. aquaculture or wild-caught) in the ingestion of microplastic. Research from marine environments dominated (82% of species) but freshwater fish ingested more plastic, as did detritivores, fish in deeper waters and those from aquaculture sources. By collating global microplastic research we identified regional disparities and key knowledge gaps that support research towards freshwater environments and aquaculture sources. Overall, we highlight the need for consistent guidelines in methods used to evaluate microplastic in fish, to ensure data are unambiguous, comparable and can be widely used to support mitigation and management strategies, inform potential policy actions, and evaluations of environmental, food safety, and human health goals.Graphic abstract
Journal Article
Why do glaciers grind? : all about extreme environments
by
Bethune, Helen
in
Climatology Juvenile literature.
,
Extreme environments Juvenile literature.
,
Glaciers Juvenile literature.
2010
This volume introduces readers to the idea of extreme environments.
The Proteus Paradox
2014
Proteus, the mythical sea god who could alter his appearance at will, embodies one of the promises of online games: the ability to reinvent oneself. Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change that does occur is often out of our control and effected by unparalleled-but rarely recognized-tools for controlling what players think and how they behave.
Using player surveys, psychological experiments, and in-game data, Yee breaks down misconceptions about who plays fantasy games and the extent to which the online and offline worlds operate separately. With a wealth of entertaining and provocative examples, he explains what virtual worlds are about and why they matter, not only for entertainment but also for business and education. He uses gaming as a lens through which to examine the pressing question of what it means to be human in a digital world. His thought-provoking book is an invitation to think more deeply about virtual worlds and what they reveal to us about ourselves.