The Awe: From the Extraordinary to the Everyday

ITNOW ◽  
2020 ◽  
Vol 62 (4) ◽  
pp. 64-65
Author(s):  
Johanna Hamilton

Abstract The Atomic Weapons Establishment (AWE) was founded in 1952 to make the UK's warheads for the nation's strategic nuclear deterrent. Talking to Tony Mather, Chief Information Officer and Executive Director for Security at AWE, Johanna Hamilton AMBCS discovers more about their work, recruitment and ethics.

1992 ◽  
Vol 5 (2) ◽  
pp. 30-33 ◽  
Author(s):  
Denis J. Protti ◽  
Vicki Carmichael

Although the title “chief information officer” (CIO) has enjoyed some success in the private sector, it is not yet a common term in Canadian health care. However, with the explosion of information technology, the particular responsibilities of the person overseeing hospital information are significantly different from those using the title “chief financial officer”, “chief operating officer” or “associate/assistant executive director”. To determine the popularity of the term in Canada, 146 hospitals with more than 200 beds were surveyed. In all, the person handling hospital information had 40 different titles, with 11 appearing more than once. Only two respondents used CIO as a title. It is suggested that a CIO is a bridge between older systems and models, and new technologies and techniques. The future success of CIOs in Canadian health care, however, depends partly on those holding the positions today, and their acceptance that information is both a resource and a strategic opportunity.


ASHA Leader ◽  
2013 ◽  
Vol 18 (1) ◽  
pp. 12-13
Author(s):  
Kristen Chmela

In November, Kristen Chmela—executive director of the Chmela Fluency Center in Long Grove, Ill.—chatted with participants from ASHA’s online conference, Case Studies in Fluency Disorders. The Leader listened in.


GeroPsych ◽  
2018 ◽  
Vol 31 (4) ◽  
pp. 205-213 ◽  
Author(s):  
Kathryn L. Ossenfort ◽  
Derek M. Isaacowitz

Abstract. Research on age differences in media usage has shown that older adults are more likely than younger adults to select positive emotional content. Research on emotional aging has examined whether older adults also seek out positivity in the everyday situations they choose, resulting so far in mixed results. We investigated the emotional choices of different age groups using video games as a more interactive type of affect-laden stimuli. Participants made multiple selections from a group of positive and negative games. Results showed that older adults selected the more positive games, but also reported feeling worse after playing them. Results supplement the literature on positivity in situation selection as well as on older adults’ interactive media preferences.


2004 ◽  
Author(s):  
Carmella Schultes ◽  
Keyword(s):  

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