Life of a Scientist (Part 2)

In this second part of my research guide, I will put the mechanics explained in the last post into action and show you how to make some serious ISK by researching blueprints and selling these on the public contract market.

The general process how to do this can be divided into the following steps:

  • Find a good Engineering Complex (EC) to research in
  • Check contract prices for researched blueprints or copies
  • Research or copy blueprints which make a decent profit
  • Sell your researched BPOs or BPCs by the contract system

How to find a Structure

First step is to find a proper structure to do your research in. As explained in the last post, Engineering Complexes (ECs) have build in hull reductions for research time and costs, so these are usually the best options you have. To find an available EC, open your industry window (Alt + S) and select the Facilities tab. This tab lists all available locations to research and manufacture in within the selected range. Now you filter for Material Efficiency Research . This will now show only structures you can research ME and TE values in.

Next step is to sort the results by type, and look for Sotiyos and Azbels , which give the best bonuses for your research. If you hover over one of them in the list, you can check if they have research rigs fitted, which gives another big bonus to research speed.

This is how it will look like:

research skills eve

Each system has also a system cost index, which will increase the cost of a research job. Costs for research job are in general not too big for blueprint other than capital ships and battleships/ battlecruisers. Even a month of research with high system costs index is rarely more than a 10 mill job cost.

Now its time to find one that has the biggest bonuses, least system cost index and is still close to Jita, which is where we will sell our final product.

Checking Blueprint the Market Prices

To figure out what blueprint to research, you need to check the contract system for blueprints that show a good price compared to the unresearched blueprint cost and the time required to research it. Most blueprint on the market will be sold with perfect ME and TE values, which are ME 10 and TE 20.

First thing you need to do, is to check how long it will take for the blueprint of your choice to research it to 10 / 20. You can get an estimate by clicking the View in Industry button on the item info dialog.

research skills eve

You will now see the Industry Window with the selected blueprint, select ME research and set the job run to 10. This will now show the research time without structure bonuses and only your skills and implants applied.

research skills eve

The time to research the TE value is always equal to the ME value for the same amount of runs. So for this Medium Shield Extender I above the research time would be 11 days and 8 hours for ME 10 und TE 20 . This will be further reduced by the structure bonuses and rigs of your EC, which I will just assume sum up to around 50% , which reduces the research time riquired to around 6 days . To figure out the exact research time required, you would need to buy the BPO and use it in your selected EC, but for a first profitability calculation, this estimate is usually fine.

Next you open the Contracts Window and search for your blueprint in the Available Contracts tab. Use the Item Category filter and set it to Blueprint Original to filter out all other results. Now you will see all available researched blueprints.

research skills eve

For BPOs that are very time consuming to research, you sometimes can get along with researching the TE value only to 18, which significantly reduces the research time.

In this example we could get 14,5 million ISK for the Medium Shield Extender I blueprint at max levels , which comes to a bit more than 2 million per day of research . Of course you need to subtract the cost of the blueprint itsel f, which is 125k ISK, and the cost of the research jobs from this price. For this example, both together are less than 500K ISK for the two jobs and the blueprint, which does not change the profit per day significantly.

Once you found a couple of good ones, you buy the unresearch originals either from NPC sellers or in Jita, haul them to the EC you picked as your research station and start the jobs.

You will now do this calculation for as many different blueprint as you would like to research and find some good ones with high ISK per day of research value. Usually 5 million per day profit on a BPO is quite a good profit, while a value less than 2 million per day is not recommended to research.

I highly recommend to research as many different ones at the same time as possible. The blueprint market is not very big and researching 20 blueprints of the same time can easily crash it for that BPO.

Selling by Contract

Once your research is completed, you haul your perfect BPOs to Jita and sell it on the contract market . At least 90% of all researched BPOs are sold there, so there is not much of a choice where to sell your product.

You open the contracts window again and search for your BPO and check the current price. If it is still ok, right click your BPO and select Create Contract .

In the contract wizard, you pick an Item Exchange Contract , put in a price that is a bit lower than the current one and select 4 weeks as the contract duration .

research skills eve

After that, you just wait for your BPO to get sold, which can take a while for most BPOs. I have usually around 40 contracts on different characters up at any time and rarely sell more than one per day.

What’s the profit?

So what can you expect as a profit for researching BPOs? If you find about 20-30 good ones at any given time and sell these within a month, you can easily keep 30 research slots running at the same time on the three different characters of an account. Of course you have to put in the skill training on all accounts first, which can be 1-2 million SP per character depending on the skill levels you want. The more SP you spend, the more isk can you make by more slots and faster research times .

Lets say, in the best case we found 30 excellent BPOs, which make 5 million profit per day of research. This would make the following profit per character per month: 5 mill * 30 day * 10 research slots = 1,5 billion ISK per month per character With three character running jobs, this comes to a stunning 4,5 billion ISK per month per account . If you only find BPOs that sell for 2 million per day, this is reduced to 1,8 billion per month per account , which still is enough to PLEX it easily.

So what is the ISK per hour value? If you spend 30 minutes every day to restart your jobs, buy and haul BPOs and find new ones to sell, this comes to between 120 and 300 million ISK per hour , which makes researching one of the very highly paid activities in the game. However, once you found good BPOs to research, the time required is even smaller, with only buying new ones, hauling them to your EC, restarting jobs and setting up contracts once every couple of days.

Of course you need the proper skills first on all characters and also a decent amount of ISK to get started. To buy enough BPOs to fill all research slots at all times and have another 40 BPOs on the market on contracts, you can easily spend at least a billion ISK on blueprints . If you aim for the higher value blueprints, like capital ships parts or capital ships, this can go up to 100 billion investment . The higher values ones also have longer research times and profit margins, so the actual time investment on your side is even smaller if you can get your hands on these.

I hope this explained the research profession good enough to get you started in your new career as a (mad) scientist!

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[GUIDE] Air Career Programme

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Post by Hippla Tsero » Wed Jul 20, 2022 8:00 pm

  • Step-By-Step Guide - Career Agents and SoE Epic Arc
  • Industralist
  • Soldier of Fortune
  • 100,000 SP for graduating from each career- that means reaching 750 CP out of the 1000 available in each career
  • 50,000 SP for reaching 750 CP overall
  • 75,000 SP for reaching 1,500 CP overall
  • 100,000 SP for reaching 2,250 CP overall
  • 125,000 SP for reaching 3,000 CP overall
  • Total: 750,000 SP

Image

Note: I have added details about multiboxing to this guide, not because I believe that one has to multibox to enjoy EVE, but because I think that the AIR Career Programme is valuable also for more veteran players. In ISK value (as SP) it can easily compete with other common multibox activities like Moon Mining, Ishtar ratting, etc. as you can see in the napkin-math above.
  • New Career Agents - worth seeing the gorgeous new environment and dialogues, as well as how new players are being guided into playing EVE
  • Faction Standing Boost through the Career Agents and the Sisters of EVE Epic Arc - if you don't know which one to choose - Caldari standing helps reduce Broker Fees in Jita - that's always nice to have.
  • The Air Career Programme also serves as a reminder of the beautiful complexity of EVE Online and how many things new players can and should experience.

Re: [GUIDE] Air Career Programme

  • (Civilian) Shuttle
  • (Racial) Frigate
  • Project Discovery [Submit 50 - these can be fails as well]
  • [Join Fleet - with yourself is ok, we don’t judge!]
  • [Send Eve mail - to yourself - it’s ok]
  • [Add contact - anyone random and remove them again]
  • [Send Message - wish someone random a nice day]
  • [Salvaging] If you always have a Salvager equipped, you can salvage while still fighting with rats in most of the combat-related missions. This should not be a priority though.
  • [Scanning] Again not a priority but if you have a Core Probe Launcher equipped, firing 8AU scans regularly while running the Career Agents will get you a few successful scans without any down-time

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Post by Hippla Tsero » Wed Jul 20, 2022 8:01 pm

  • Get in a Shuttle and warp to your friend/Alt who sits in a DPS ship like the AIR Sunesis
  • Start a Duel and get yourself blown up until you died 20 times to get [Destruction] completed for you
  • This will get [PvP] done for your friend/Alt Every Duel has a 5 minute cooldown - if you want to get [Duels] done at the same time, simply wait 5 minutes for each time you kill the shuttle of your friend/Alt.
  • You can speed up this process by not waiting out the 5 minutes and instead do Duel requests whenever you have a friend/Alt in the same system throughout running the AIR Career Programme. NOTE: You are perfectly safe to initiate a Duel with someone - no one else will be able to take advantage of your Duel timer. Change DPS/victim roles with your friend/Alt and repeat
  • With up to 20 destroyed Shuttles, the DPS ship you use for this could have a Salvager which would contribute to the [Salvaging] section of the Industry career.

Image

  • [Combat sites] Fly in between the green anomalies marked as combat sites until you completed 25 combat sites - entering the site will count as "completing" it. You will want to immediately warp off once you enter the site. You will usually have a few seconds before NPCs aggro you.
  • [Exploration - Gas Sites] Fly in between two gas sites up to 15 times till complete. Wormhole space is the most likely space to have multiple gas sites. If you are afraid to lose your ship, you can always warp in between sites in a capsule, as NPCs do not aggro capsules.

Image

Post by Korros Kolada » Wed Jul 20, 2022 10:23 pm

Post by Hippla Tsero » Fri Jul 22, 2022 2:38 pm

Post by Korros Kolada » Fri Jul 22, 2022 5:53 pm

Post by Korros Kolada » Sun Jul 24, 2022 6:01 pm

Only the person initiating the Duel request counts despite the text reading “Participate in a Duel”.

Post by Hippla Tsero » Mon Jul 25, 2022 3:08 am

Post by Korros Kolada » Sat Aug 06, 2022 9:01 pm

User avatar

Post by 14th cylon » Mon Aug 08, 2022 7:50 pm

Korros Kolada wrote: ↑ Fri Jul 22, 2022 5:53 pm IIRC, they move from wreck to wreck without intervention, thus allowing a field of wrecks to be harvested with less input. While this may not speed the time required, it may reduce the level of active input for people multiboxing.

Post by Korros Kolada » Tue Aug 09, 2022 8:18 pm

14th cylon wrote: ↑ Mon Aug 08, 2022 7:50 pm Korros Kolada wrote: ↑ Fri Jul 22, 2022 5:53 pm IIRC, they move from wreck to wreck without intervention, thus allowing a field of wrecks to be harvested with less input. While this may not speed the time required, it may reduce the level of active input for people multiboxing.

User avatar

Post by Shoc Le Monkeh » Fri Aug 19, 2022 5:19 pm

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research skills eve

Nanite Engineering

Required skills, description.

Skill and knowledge of Nanite Engineering and its use in the development of advanced technology. Used primarily in the research of various armor and hull systems. Allows Nanite Engineering research to be performed with the help of a research agent. 1% reduction in manufacturing time for all items requiring Nanite Engineering per level. Needed for all research and manufacturing operations on related blueprints.

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  • 10 April 2024

How to supercharge cancer-fighting cells: give them stem-cell skills

  • Sara Reardon 0

Sara Reardon is a freelance journalist based in Bozeman, Montana.

You can also search for this author in PubMed   Google Scholar

A CAR T cell (orange; artificially coloured) attacks a cancer cell (green). Credit: Eye Of Science/Science Photo Library

Bioengineered immune cells have been shown to attack and even cure cancer , but they tend to get exhausted if the fight goes on for a long time. Now, two separate research teams have found a way to rejuvenate these cells: make them more like stem cells .

Both teams found that the bespoke immune cells called CAR T cells gain new vigour if engineered to have high levels of a particular protein. These boosted CAR T cells have gene activity similar to that of stem cells and a renewed ability to fend off cancer . Both papers were published today in Nature 1 , 2 .

The papers “open a new avenue for engineering therapeutic T cells for cancer patients”, says Tuoqi Wu, an immunologist at the University of Texas Southwestern in Dallas who was not involved in the research.

Reviving exhausted cells

CAR T cells are made from the immune cells called T cells, which are isolated from the blood of person who is going to receive treatment for cancer or another disease. The cells are genetically modified to recognize and attack specific proteins — called chimeric antigen receptors (CARs) — on the surface of disease-causing cells and reinfused into the person being treated.

But keeping the cells active for long enough to eliminate cancer has proved challenging, especially in solid tumours such as those of the breast and lung. (CAR T cells have been more effective in treating leukaemia and other blood cancers.) So scientists are searching for better ways to help CAR T cells to multiply more quickly and last longer in the body.

research skills eve

Cutting-edge CAR-T cancer therapy is now made in India — at one-tenth the cost

With this goal in mind, a team led by immunologist Crystal Mackall at Stanford University in California and cell and gene therapy researcher Evan Weber at the University of Pennsylvania in Philadelphia compared samples of CAR T cells used to treat people with leukaemia 1 . In some of the recipients, the cancer had responded well to treatment; in others, it had not.

The researchers analysed the role of cellular proteins that regulate gene activity and serve as master switches in the T cells. They found a set of 41 genes that were more active in the CAR T cells associated with a good response to treatment than in cells associated with a poor response. All 41 genes seemed to be regulated by a master-switch protein called FOXO1.

The researchers then altered CAR T cells to make them produce more FOXO1 than usual. Gene activity in these cells began to look like that of T memory stem cells, which recognize cancer and respond to it quickly.

The researchers then injected the engineered cells into mice with various types of cancer. Extra FOXO1 made the CAR T cells better at reducing both solid tumours and blood cancers. The stem-cell-like cells shrank a mouse’s tumour more completely and lasted longer in the body than did standard CAR T cells.

Master-switch molecule

A separate team led by immunologists Phillip Darcy, Junyun Lai and Paul Beavis at Peter MacCallum Cancer Centre in Melbourne, Australia, reached the same conclusion with different methods 2 . Their team was examining the effect of IL-15, an immune-signalling molecule that is administered alongside CAR T cells in some clinical trials. IL-15 helps to switch T cells to a stem-like state, but the cells can get stuck there instead of maturing to fight cancer.

The team analysed gene activity in CAR T cells and found that IL-15 turned on genes associated with FOXO1. The researchers engineered CAR T cells to produce extra-high levels of FOXO1 and showed that they became more stem-like, but also reached maturity and fought cancer without becoming exhausted. “It’s the ideal situation,” Darcy says.

research skills eve

Stem-cell and genetic therapies make a healthy marriage

The team also found that extra-high levels of FOXO1 improved the CAR T cells’ metabolism, allowing them to last much longer when infused into mice. “We were surprised by the magnitude of the effect,” says Beavis.

Mackall says she was excited to see that FOXO1 worked the same way in mice and humans. “It means this is pretty fundamental,” she says.

Engineering CAR T cells that overexpress FOXO1 might be fairly simple to test in people with cancer, although Mackall says researchers will need to determine which people and types of cancer are most likely to respond well to rejuvenated cells. Darcy says that his team is already speaking to clinical researchers about testing FOXO1 in CAR T cells — trials that could start within two years.

And Weber points to an ongoing clinical trial in which people with leukaemia are receiving CAR T cells genetically engineered to produce unusually high levels of another master-switch protein called c-Jun, which also helps T cells avoid exhaustion. The trial’s results have not been released yet, but Mackall says she suspects the same system could be applied to FOXO1 and that overexpressing both proteins might make the cells even more powerful.

doi: https://doi.org/10.1038/d41586-024-01043-2

Doan, A. et al. Nature https://doi.org/10.1038/s41586-024-07300-8 (2024).

Article   Google Scholar  

Chan, J. D. et al. Nature https://doi.org/10.1038/s41586-024-07242-1 (2024).

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Marie Skłodowska-Curie Actions

Msca awards € 443 million for doctoral programmes.

The European Commission will support 128 doctoral programmes to train and develop the skills of 1,900 doctoral candidates.

MSCA doctoral networks

The European Commission has announced the results of the 2023 Marie Skłodowska-Curie Actions (MSCA) call for  Doctoral Networks .

The Commission will fund a total of 128 excellent doctoral programmes with € 443 million to train over 1,900 doctoral candidates in and outside academia.

€ 389.8 million  will be awarded to 113 standard Doctoral programmes , to train PhD candidates and develop their skills.

Funding includes also € 27.1 million for 8 Industrial Doctoral programmes to train PhD candidates and develop their skills outside academia, including in industry and business. Doctoral candidates will also benefit from joint industry-academia supervision.

An additional € 26.1 million will be allocated to 7 Joint Doctoral programmes , which promote joint selection, training and supervision leading to joint or multiple doctoral degrees.

The European Research Executive Agency (REA) received 1,066 applications for this call, the second under the Horizon Europe programme for research and innovation. This means a success rate of 12%.

Close collaboration beyond academia

These doctoral programmes are implemented by international partnerships, involving 1,413 organisations in 51 countries in the EU, Horizon Europe associated countries and beyond, including 551 private for-profit entities.

Selected projects are coordinated by organisations in 20 countries

  • Germany and Spain: 19 projects each
  • Netherlands: 12
  • Belgium: 11
  • Portugal and the United Kingdom: 5 each
  • Greece and Ireland: 4 each
  • Finland and Norway: 3 each
  • Austria and Cyprus: 2 each
  • Czechia, Estonia, Poland, Slovenia, Sweden: 1 each

Frontier research in all fields

Selected projects will promote research in fields such as advanced strategies towards energy-neutral wastewater treatment, bringing rehabilitation robots to clinical practice or quantum-inspired, climate-aware approaches to real estate value and valuation. 

Industrial Doctorates will train doctoral candidates in areas such as the use of artificial intelligence in Parkinson’s disease, the development of autonomous robots that are able to comply with social conventions and expectations or photocatalytic industrial applications. 

Joint Doctorates will develop programmes focusing for example on building capacity for healthy adaptation to pregnancy, postpartum and parenthood, privacy for smart speech technology or on how to deal with challenges related to migration.

The projects selected are in the broad fields of

  • Engineering and ICT: 36.7%
  • Life Sciences: 24.2%
  • Chemistry: 12.5%
  • Environment and Geosciences: 7.8%
  • Social sciences and Humanities: 8.6%
  • Physics: 7.8%
  • Mathematics: 1.6%
  • Economics: 0.8%

An overview of the evaluation results, cut-off scores and statistics has been published on   MSCA Doctoral Networks 2023 call page.

Once the grant agreements are finalised, the complete list of funded projects will be published on the   MSCA Doctoral Networks 2023 call page and on  CORDIS .

Next steps for successful applicants

  • The  European Research Executive Agency sent out letters on the results of the evaluation to inform applicants of the outcome of the selection. Applicants should be able to access the results of the evaluation in their personal area of the  Funding and Tenders Opportunities Portal . The letter sent out to the successful applicants contains all the instructions about the next steps to prepare the grant agreement with the agency.
  • The first projects will start at the earliest in summer 2023. Projects on the reserve list may be contacted once all the grants have been signed.

Next funding round coming soon

The next call for MSCA Doctoral Networks will open on 29 May 2024. You will find more information under  how to apply .

About the MSCA Doctoral Networks programme

MSCA Doctoral Networks implement doctoral programmes by partnerships of organisations from different sectors across Europe and beyond. They train highly skilled doctoral candidates, stimulate their creativity, enhance their innovation capacities and boost their employability in the long term.

Since 2014 the MSCA have funded 1,475 doctoral programmes, including the latest call.

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Student exhibit research poster at Research Symposium

  • Redbird Scholar

Research Symposium celebrates ISU’s student scholars

  • Author By Illinois State University staff
  • April 15, 2024

Illinois State’s 33rd annual showcase of student scholarship and creative expression was a boon for the curious mind. Hundreds of students from across campus shared their research on topics as diverse as artificial intelligence in fashion, corruption in government, hip-hop in education, and game theory in investing at the Graduate School’s  Research Symposium held April 12 in the Bone Student Center.

Participants exhibited their research on posters and discussed their findings with peers, mentors, and members of the general public in the Brown Ballroom. Meanwhile next door in the Circus Room, e-poster entries could be viewed on a 65-inch computer monitor, and attendees could check out prints from the Image of Research competition and visit tables promoting the work of interdisciplinary programs such as the Stevenson Center , Office of Student Research , and Center for Mathematics, Science, and Technology .

“It’s a great event. Our students are really excited to be here,” said Dr. Noelle Selkow, director of the Graduate School. “And you can tell that they have enthusiasm for their projects, and they really want to share their information.”

“A day like this is a genuine act of community coming together for knowledge creation.” Viraj Patel

Participants appreciated the opportunity to hone their presentation skills and share their research within a community of scholars.

“It’s really encouraging, I would say, seeing all these other future scholars who are here, and ISU students, and seeing what their research is all about,” said Chantal Tellez, a senior fashion design and merchandising major who presented “Review of AI Applications in the Fashion Industry.”

“One of the most beautiful aspects is knowledge creation,” said Viraj Patel, a doctoral student in the School of Teaching and Learning, who presented a research project titled “Hip Hop as Technology: A New Materialist Perspective.” “I think as scholars we have not only the opportunity but the responsibility to build, to stand on the shoulders of giants. So a day like this is a genuine act of community coming together for knowledge creation.”

More than 350 graduate and undergraduate students representing 29 programs participated in the symposium’s morning and afternoon sessions. Many of the projects were the result of theses and independent studies conducted under the guidance of faculty mentors.

“Our faculty and staff mentors are really helping our students along the way and giving them the tools and the skills that they need to not only complete this project while they’re here, but to also be able to ask questions and conduct research when they leave,” Selkow said.

As part of the symposium, students also gave oral presentations of their work at events organized by the Department of Languages, Literatures, and Cultures; School of Theatre and Dance; and the Department of Physics. New this year was the involvement of Advancing Research and Creative Scholarship (ACRS)-supported projects . The program launched last year helps fund cross-disciplinary research teams—like Drs. Lea Cline and Kathryn Jasper’s Northwest Bolsena Archaeological Project and Dr. Will Lewis’ satellite study —engaged in solving some of the world’s most complicated problems.

Research poster at the Illinois State Research Symposium displaying information about an aspect of the research at the Northwest Bolsena Archaeological Project

“We’re really trying to solve our world’s problems, and you can’t do that in a standalone discipline,” Selkow said. “It’s really important for people to learn how to work together and understand each other’s disciplines, and our students often are the ones driving that they come in with these ideas of things that they have seen within their community or the experiences they’ve had growing up. And they want to be able to do research and try to solve those problems, but it requires bringing in people with different expertise.

“One thing I’ve really enjoyed working here at Illinois State is our faculty really do embrace that interdisciplinary culture, and they work together with colleagues, they meet new colleagues across the University, and it just creates this environment of of research, creativity, and scholarship that our students are able to immerse themselves.”

Media gallery

Here are photos and social media posts from the 2024 University Research Symposium. Read more about the students’ research on the Graduate School’s website :

Student exhibit research poster at Research Symposium

Rachael Kooistra represented the Anthropology Program at the ISU Research Symposium with her poster, “The Selection against Wisdom Teeth.” Rachael‘s research into wisdom teeth began in Dr. Putt’s ANT 265 class as an unessay project. #RedbirdProud #RedbirdScholar pic.twitter.com/yN8lbxRR0d — ISU Biological Anthropology Lab (@ISUBioAnth) April 12, 2024

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Bridging the labor mismatch in US construction

The US construction sector seems set for a jobs boom. The US Bipartisan Infrastructure Law  projects $550 billion of new infrastructure investment over the next decade, which our modeling suggests could create 3.2 million new jobs across the nonresidential construction value chain. That’s approximately a 30 percent increase in the overall US nonresidential construction workforce, which would mean 300,000 to 600,000 new workers entering the sector—every year.

This is a big ask for an industry that is already struggling to find the people it needs. In October 2021, 402,000 construction positions 1 Included both nonresidential and residential construction openings. Further granularity is not available from the US Bureau of Labor Statistics. remained unfilled at the end of the month, the second-highest level recorded since data collection began in December 2000.

In this environment, wages have already increased significantly since the onset of the COVID-19 pandemic, reflecting intense competition for employees, with employers offering higher pay or other nonwage benefits. Between December 2019 and 2021, construction wages grew by 7.9 percent. 2 Quarterly Census of Employment and Wages, US Bureau of Labor Statistics. Competition from other sectors for the same pool of labor is heating up, too. For example, over the same period, transportation and warehousing wages grew by 12.6 percent. The prospect of higher pay and better working conditions is already tempting experienced workers away from construction and into these and other sectors.

No end in sight

Today’s mismatches are likely to persist because of structural shifts in the labor market. The relationship between job openings and unemployment has departed from historical trends. In January 2022—two years from the start of the pandemic—the US unemployment rate stood at 4.0 percent, close to its prepandemic level of 3.5 percent. Job openings remained exceptionally high, however, with 10.9 million unfilled positions as of the end of December 2021, compared with 5.9 million in December 2019.

This labor supply imbalance has multiple root causes, some shorter term and cyclical while others are more structural in nature. For example, the pandemic brought forward the retirements of many in the baby-boomer generation, with an estimated 3.2 million leaving the workforce in 2020—over a million more than in any year before 2016. According to the American Opportunity Survey , among those who are unemployed, concerns about physical health, mental health, and lack of childcare remain the dominant impediments preventing reentry into the workforce. Research on the “Great Attrition/Great Attraction”  also highlights the importance of nonwage components of the employee value proposition. Record job openings and quit rates highlight employees’ growing emphasis on feeling valued by their organization, supportive management, and flexibility and autonomy at work.

Additionally, the pipeline of new construction workers is not flowing as freely as it once did. Training programs have been slow to restart operations after pandemic-driven safety concerns led to their suspension the spring of 2020. The industry is finding it more difficult to attract the international workforce that has been an important source of talent for engineering, design, and contracting activities. Net migration has been falling since 2016, a trend accelerated by COVID-19 travel restrictions. 3 Population estimates, US Census Bureau. Between 2016 and 2021, net migration declined steadily from 1.06 million to 244,000.

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Impact on projects.

The interconnected nature of the construction value chain means that the labor mismatch generates knock-on effects across the project life cycle and supply chain. By late 2021, project owners were reporting that up to 25 percent of material deliveries to sites were either late or incomplete. In project execution, the combination of higher hourly rates, premiums and incentives, and overtime payments was resulting in overall labor costs as much as double prepandemic levels. Meanwhile, difficulty accessing skilled and experienced people was leading some owners to report project delays related to issues around the quality and productivity of on-site work.

In some US cities and their suburbs, wage growth has surpassed the level seen in core Gulf Coast counties at the height of the shale oil boom. Labor shortages in the shale sector drove wages up by 5 to 10 percent and were correlated with steep drops in productivity. The productivity of some tasks fell by 40 percent or more during shale construction peaks (exhibit), and overall productivity declined by about 40 percent per year when labor was in short supply. This forced owners to extend project timelines by 20 to 25 percent. The impact of a long-term, nationwide labor mismatch might be even more severe than the shale industry’s experience, given that oil companies were able to attract new workers from around the country.

Getting back into balance

The labor mismatch in the construction sector is bad today, and set to get worse. To avoid a decade or more of rising costs, falling productivity, and ever-increasing project delays, companies in the industry should consider thoughtful actions now.

Those actions could address three components of the challenge. First, companies could do everything possible to maximize productivity through measures aimed at improving efficiency across the value chain. Second, they could expand the pool of available labor by doubling down on accessing diverse talent and working harder to retain the employees already in their organization. Finally, they could consider making labor a strategic priority, with senior leadership attention within companies.

Improving construction productivity

Companies could access a range of levers to reduce the labor content required per job and drive to improve productivity in project development and delivery. Those levers involve changes to project designs and fresh thinking about when, where, and how work is done.

Improvements in productivity occur long before work starts on the ground. They include rigorous control of project scope, design simplification, and standardization. Increasing the use of off-site and modular construction , for example, could allow projects to capture multiple benefits, including accelerated design cycles; the greater productivity associated with industrialized, factory floor manufacturing techniques; automation; and less time spent on site.

Smarter execution management, enabled by digital technologies and analytics techniques could drive better, faster decision making during project delivery. Real-time data collection, for example, gives project managers earlier, more detailed insights about progress, allowing them to intervene more effectively to maintain productivity and keep projects on track. Intelligent simulation software allows teams to evaluate hundreds of thousands of possible critical paths, identifying approaches that could be more efficient or less risky than the conventional wisdom.

Lean construction is another proven way to drive significant and sustainable productivity improvements. Establishing a centralized, continuous improvement engine could enhance on-site execution through integrated planning, performance management, and waste elimination. Key stakeholders across the project work with a common, agreed set of key performance indicators. That allows them to address issues in real time and facilitates collaboration to reduce waste and variability work. Capability building across the planning and construction teams could help team members understand and adopt lean construction practices.

A big wave swallows the building

Here comes the 21st century’s first big investment wave. Is your capital strategy ready?

Reimagining talent.

To ensure access to the skills they need, construction sector companies can accelerate the onboarding of recruits, boost retention by revisiting what employees want beyond wages, and invest more in developing their pipelines of future workers.

In the near term, employers could prioritize review of job applications and reduce the number of steps in both the interview and onboarding process. In the medium term, both the public and private sectors could look to reduce hiring timelines and shift to a skills-based approach when hiring.

In the medium term, retaining current staff and attracting new talent will both turn on understanding of what employees value beyond wages. Competitive wages are now table stakes, so employees are thinking about a broader set of benefits and workplace characteristics when making decisions about where to work. Research on attrition in the postpandemic workplace  has shown that they are placing more emphasis on autonomy, flexibility, support, and upward mobility.

In the longer term, the construction industry can consider a new approach to talent attraction, development, and retention. Talent acquisition could begin early, through partnerships with educational institutions including universities, colleges, and high schools. These partnerships could boost awareness of the possibilities of a career in the sector and ensure future employees have appropriate skills prior to onboarding.

Companies could also look more widely for potential recruits, considering individuals who have taken alternative educational paths, such as technical degrees or hands-on experience. The Rework America Alliance , a Markle-led coalition in which McKinsey is a partner, illustrates the importance of skills-based, rather than credential-based, hiring. A skills-based perspective  is key to tapping into the talents of the 106 million workers who have built capabilities through experience but whose talents are often unrecognized because they don’t have a four-year college degree. A skills-based approach could be complemented by reimagining apprenticeships to bring younger students and vocational talent into the industry at an earlier stage in their careers.

Employers could consider working with a range of nontraditional sources of talent, including veteran-transition programs, formerly incarcerated individuals, and others. Homeboy Industries provides an example of the local impact, effectiveness, and potential of working with often overlooked population segments. Moreover, identifying and attracting talent from outside the traditional paths used by the construction industry could also help it to increase the diversity of its workforce. Today, 88 percent of the sector’s workforce is White and 89 percent is male. 4 Labor Force Statistics from the Current Population Survey Database, US Bureau of Labor Statistics, accessed March 10, 2022.

Looking at labor through a strategic lens

Labor and skills shortages have the potential to slow growth and erode profitability across the construction value chain. For C-suites, there’s no other single issue that could protect against significant cost erosion. Companies could consider establishing a systematic talent acquisition and retention program, led by a C-level executive and a core part of the CEO agenda. That program could first be tasked with building a robust fact base on current and emerging labor needs and availability gaps. It could then identify a bold set of initiatives that address labor-related issues across the value chain. This exercise starts in the boardroom, but it doesn’t stop there. Leadership will likely need to be increasingly present in the field and on the job site too, celebrating and recognizing top talent throughout the organization.

The labor challenge extends well beyond corporate boundaries. Since the successful delivery of a project could be jeopardized by labor shortages in a single value-chain participant, project owners and contractors may want to adapt the structure of project relationships and contracts. Moving away from traditional contracting methods to collaborative contracts , for example, allows participants to share market risks and opportunities as a project evolves, rather than baking in worst-case estimates at the outset of negotiations.

The US construction sector is poised to revitalize, replace, and expand the country’s infrastructure. Done right, that will power inclusive growth and set up the economy for success in the 21st century. To do so, the sector will need to address its labor challenges. That calls for the application of a diverse set of tools and approaches to create better jobs, get the most out of its people, and optimize agility and collaboration across the value chain.

Garo Hovnanian is a partner in McKinsey’s Philadelphia office, Ryan Luby is a senior knowledge expert in the New York office, and Shannon Peloquin is a partner in the Bay Area office.

The authors wish to thank Tim Bacon, Luis Campos, Roberto Charron, Justin Dahl, Rebecca de Sa, Bonnie Dowling, Bryan Hancock, Rawad Hasrouni, Adi Kumar, Jonathan Law, Michael Neary, Nikhil Patel, Gaby Pierre, Jose Maria Quiros, Kurt Schoeffler, Shubham Singhal, Stephanie Stefanski, Jennifer Volz, and Jonathan Ward for their contributions to this article.

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Home / Innovation & Research / Messing with the blueprints: Gene therapy has arrived

Messing with the blueprints: Gene therapy has arrived

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You can add Nov. 16, 2023, to July 16, 1945 — the day nuclear power moved from the theoretical to the actual — as an entry to the list of consequential moments for everyone’s favorite vertebrate, Homo sapiens.

The news was easy to miss, but there it was. The United Kingdom announced that it would be the first country in the world to approve the use of gene editing as a medical therapy, starting with two inherited types of anemia: beta-thalassemia, and the more widely known sickle cell anemia. The U.S. Food and Drug Administration (FDA) followed suit three weeks later.

It’s official: we humans are going to mess with our DNA, our original blueprints. DNA is the genetic instructions dictating how we look and behave, and that define what diseases we may develop, be prone to or be free of. With our ever-improving gene-editing skills, we are now prepared to peel back the pages of this ancient and sacred text and write the story the way we want to hear it.

What goes wrong in sickle cell disease?

DNA makes up the letters of life’s instruction manual — for humans or any living thing. Genes organize those letters into words and paragraphs. Chromosomes organize those genes into chapters. In humans, each cell has 23 pairs of chromosomes. Inside the cell, DNA provides the formula for manufacturing specific proteins. It’s the blueprint that tells each cell what to build, and how to build it.

Unfortunately, DNA can get altered or damaged, an occurrence that’s referred to as  a “mutation.” A mutation can be either inherited or newly acquired. It can cause the gene to produce a faulty product or no product at all. In the case of sickle cell disease, a mutation in the gene that codes for hemoglobin — a complex protein that allows red blood cells to shuttle oxygen from the lungs to the body — can lead to a whole lot of pain and suffering.

Red blood cells are flexible, allowing them to scooch through tiny capillaries where they unload their oxygen. In sickle cell disease, the mutation in the hemoglobin molecule can cause a red blood cell to change shape — from a circle to a sickle. Sickled red blood cells lack flexibility, so they plug up the very capillaries they were supposed to be sliding through. Just as a traffic accident can lead to a pileup of cars behind it, one stuck sickled cell can trigger an upstream backup of stuck sickled cells.

Traffic jams are a “pain,” but a sickle cell attack — aptly termed a “crisis” — produces a deep, aching pain that may be unrivaled in human suffering. As capillaries and small arteries plug up, downstream tissues are left without oxygen. These blood-starved tissues begin screaming for oxygen as if their lives depended on it — which they do.

Although a sickle cell crisis can cause excruciating pain, thankfully it is only rarely lethal. With pain medications, intravenous fluids, blood transfusions and oxygen support, the pain eventually eases. But repeated episodes take their toll on the body, significantly shortening the life expectancy of those with the disease.

How is sickle cell disease a genetic disease?

Those with sickle cell disease (SCD) carry two copies of a sickling-prone hemoglobin gene (HbS). One copy comes from each parent. Those with sickle cell trait (SCT) have just one copy of HbS, but that’s not enough to cause sickling — except in rare circumstances like scuba diving or mountain climbing.

The sickle cell gene seems to have originated in sub-Saharan Africa, where having a single copy of the gene — having SCT — protects against severe malaria infections. That’s because the parasite that causes malaria, which reproduces by infecting red blood cells, has a harder time doing that inside cells carrying a lone sickle gene.

Although the prevalence of the sickle cell gene remains highest in sub-Saharan Africa, slavery and migration patterns have expanded its global range, so that today SCD can affect people of Hispanic, Southern European, Middle Eastern or Asian Indian backgrounds.

In the United States, 7% to 8% of Black newborns carry the sickle cell trait. In addition, 0.7% of Hispanic newborns, 0.3% of white newborns, and 0.2% of Asian or Pacific Islander newborns carry the trait. One out of every 365 Black newborns will have SCD. In total, about 100,000 people in the U.S. — and 20 million people worldwide — have SCD. That’s a lot of people hoping for a cure.

The FDA approved 2 new therapies for SCD: Casgevy and Lyfgenia

Casgevy is the first FDA-approved therapy to use CRISPR gene-editing technology. CRISPR is an acronym we can all be grateful for because it eliminates a phrase we will never be able to remember: “clustered regularly interspaced short palindromic repeats.”

In the case of Casgevy, CRISPR is used to create a line of red blood cells that manufacture hemoglobin F (HbF) — that’s “F” as in fetus. HbF has stronger oxygen-binding characteristics than adult hemoglobin (HbA). That’s because in the womb humans are “breathing” through the mother’s placenta, and not through the lungs, which are filled with amniotic fluid. HbF production typically gets turned off soon after birth. That’s unfortunate for those with sickle cell disease — who carry HbS, not HbA — because HbF helps prevent sickling.

Casgevy turns HbF production back on.

Lyfgenia works by giving people with sickle cell disease a line of blood cells that can manufacture a form of adult hemoglobin (HbA).

Neither Casgevy nor Lyfgenia completely eliminates sickle cells, but they dilute the concentration of sickle-prone cells, thereby preventing sickle cell crises.

No surprise — treatment with Casgevy and Lyfgenia is more complicated than what I just described. It requires removing stem cells from the blood. Stem cells are a little like the queen bee in a hive: They produce all the cells that will keep the body vigorous and healthy. In this application, the stem cells of interest are the ones that manufacture the new red blood cells needed to replace those at the end of their 120-day life span (or 20 to 30 days for fragile sickle cells). After these blood stem cells are removed and sent to the lab for gene therapy, the patient is given chemotherapy to decrease the number of stem cells making sickled red blood cells. This makes room for the new-and-improved stem cells.

Chemotherapy comes in a variety of potencies, and in this case, it’s fairly potent — the kind you need to be in the hospital for. Following the gene therapy infusion, it’ll be 3 to 6 more weeks in the hospital waiting for the body to recover from the chemotherapy and for the modified stem cells to start growing back in serious numbers.

Great promise, but also serious risks and ethical challenges

Like nuclear power or artificial intelligence, the technology of gene therapy brings great promise but also serious risks and ethical concerns.

There are the risks of the treatment itself: Did the gene therapy get inserted into the right gene location, and is it functioning correctly? Or did it end up in the wrong spot, altering the function of genes that we meant to leave alone?

There is the ethical question of who will get stem cell therapy. The medical complexity and steep cost of stem cell therapy — a cool $2.2 million for a Casgevy treatment, and $3.1 million for Lyfgenia — make it a boutique item only the “haves” will be able to afford.

And there are the ethics of how and where we will apply the technology. Although history teaches us that H. sapiens is an inventive and curious creature, we also are a never-quite-satisfied, boundary-pushing and occasionally nefarious lot. While we’re using gene therapy to eliminate sickle cell disease — or perhaps someday Alzheimer’s, cardiovascular disease or what have you — someone is going to ask: “What’s the harm in getting rid of things like nearsightedness, balding, belly fat, wrinkles?” And while we’re at it, why not use gene therapy to make sure we or our offspring have what it takes to compete in the NBA or the Ivy League, Hollywood or the Navy Seals? And can we eliminate dying?

Don’t think we humans will go there? Comedian and futurist Jon Stewart told Stephen Colbert he sees it going this way: “The world ends. The last words man utters are somewhere in a lab. A guy goes, ‘Huh-huh. It worked!’ “

Scientists disagree on whether Stewart was joking but recommend further research.

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Anyone know the forumla these days for the R&D Agents Research Points?

Per title. I tried following one post on here as well as the old one on Eve University, but I don’t think it’s completely correct. I know rep with the agent and skill level of the specific specialty count, but it also mention Negotiation as being a driver. Even after training Negotiation up a few levels, I don’t see any changes to the amount of RP I’m getting after a few levels of Negotiation training.

Far as I know its just rep with the corporation that you want to do research for. That is so you can get the level 4 agents. Skill in the science that you intend to be researching at level 5 gives the most daily research points. If you want to boost your output the best way is to just run those missions they offer daily. That used to double the amount of research points you get daily.

Its kind of an abandoned feature and hasnt been touched by devs in more then a decade but it still functions. I just run it passively and pick up from the agents about once a year for some fat loot.

I thought i read someplace that the agent must be interacted with before skill training level changes take effect. I could be wrong but worth a trip to check out.

Grimm has it right. Anytime you make a skill change (Science xxx, Negotiation) or even when your corp standings change you should revisit the agent for it to consider and update the changes.

As above, you have to visit the research agent. Make sure to collect any datacores BEFORE stopping research! You can restart research at the new faster rate.

Also note that reputation is a finicky thing: rep changes don’t always take immediate effect, and often require one to logout & login again to register the change.

Also be aware that agents standing is not the same as corp standing, and if you ever lose standing with an agent to the point where the agent will no longer talk to you, there is NO WAY to regain use of that agent!

So if you accept a mission from an agent (it is okay to decline the mission, once every 4 hours per agent) make sure you complete it! I usually pickup my datacores in a blockade runner (for speed, and security while cloaked) hauling some tritanium for the most common mission.

I only collect my datacores every few years … or longer.

I disagree. If they fleet up with someone who can run with the agent, they can get their standings fixed.

We’ve done it several times at the United Standings Improvement Agency.

Thanks for replying here. Very helpful advice. I’ve experimented with this the past few days and confirmed a few things others can maybe use for the future.

I get within a couple of RP across 3 characters with different combinations of the variables using the equation on Eve University (I suspect one of the constants is not quite a whole number so its off a tick): https://wiki.eveuniversity.org/Datacore_farming

Thank you for the idea that we need to visit the agent after making a change. I found out you don’t even do that. You can go the research window in industry, double click on the agent, click info, and then exit out of the window. When you go back to the window you will see the duplicated lines with both the old and new RP/day info. I did this one at a time and got each to update. So thats a big timesaver.

Also interesting: I have one character using an agent called Eindolf Fer. I have no training on Electromagnetic Physics BUT I do have the skillbook injected. I am still getting 20 points a day only the skillbook injected, no training.

Again, thanks for setting me on the right track. Its really not a lot of work to train these up even if they aren’t expensive. I like to build the things I use with as much as I can supply myself when possible.

Great tip. Thanks for sharing!

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More From Forbes

5 strategies to elevate your panel moderating skills.

Forbes Coaches Council

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Priya Kartik, CEO of Enspire, is an executive coach and leadership expert who enhances the success factor of teams and organizations.

In today's professional landscape, 77.7% of professionals highlight the unmatched value of in-person conferences for networking and growth. Panel discussions have become the heart of these conferences due to their ability to foster interaction through diverse perspectives. What transforms these panels from mundane to magnetic? The answer lies in the skill of the moderator.

Drawing on my two decades of experience as both a panelist and moderator, as well as my work coaching clients on their moderation skills, I've condensed my knowledge into actionable insights for you.

Dynamic Panel Moderation: How To Captivate Your Audience Every Time

1. preparation: the foundation.

A moderator's agility—thinking on their feet—springs from meticulous preparation. Foresee conversation trajectories and craft questions that invite depth. Remember, a well-prepared moderator navigates the panel with ease, avoiding awkward silences and fostering meaningful dialogue.

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Actionable Tips:

• Gain clarity: Engage with event organizers to understand the audience's profile (demographics, knowledge level, experience, etc.) and panelists' backgrounds. This groundwork will help you craft questions that resonate.

• Swap scripts for bullet points: Replace lengthy scripts with bullet-pointed cues on index cards or a tablet (don’t use a phone), keeping them handy but discreet. Over-reliance on a script can make the session feel rigid and impersonal.

• Be precise: At one of the Davos 2014 panels hosted by the World Economic Forum, the moderator stood up, set a clear objective ( "Doing business the right way is our panel today..."), introduced the five panelists briefly and jumped straight to the questions. She did all this in less than 90 seconds.

2. Adaptability: The Art Of Flexibility

The magic of moderation lies in the ability to adapt. Engage with the panelists' responses, weaving follow-up questions that enrich the discussion.

• Listen actively: Great moderators are excellent listeners. Active listening will enable you to ...

• Interlink panelists' ideas: Occasionally summarize their key points and show how different inputs from panelists interlink. This ensures coherence and streamlined flow.

• Intervene when necessary: Be present and ensure balanced participation by tactfully redirecting the conversation when one voice dominates. Interrupt politely with a segue that acknowledges their input (like "Great points. Let's get another perspective on this.") and direct the question to another panelist.

3. Clarity And Focus: Steering The Conversation

A successful panel is driven by clear objectives. Great moderators possess the ability to stay focused on the panel's purpose, keep the conversation on track and illuminate the expertise of the panelists.

• Leverage follow-up questions: Take the conversation to new depths with incisive follow-up questions. Encouraging panelists to build on others’ perspectives and asking clarifying questions for additional insights can enrich the dialogue and keep the audience invested.

• Redirect with purpose: If the conversation drifts, redirect it back to the core subjects of interest by summarizing the off-topic discussion and linking it to the main topic. "Fascinating insights on [tangent]. How do we see this influencing [main topic]?”

• Facilitate, don’t dominate: I recall being on a panel where the moderator contributed their experience and insight after every question, to the extent that they were answering the questions before passing them to the panelist. This behavior typically signifies a lack of clarity in the moderator's role—to facilitate by spotlighting the expertise of the panelists.

4. Engage Your Audience: The Heart Of Interaction The difference between a memorable panel and a forgettable one often lies in audience engagement. Your goal is to create a bridge between the panelists and the audience, making the discussion interactive and lively.

• Set clear ground rules: Set expectations early on for when and how audience questions will be integrated, minimizing disruptions.

• Integrate engagement into the panel: Where appropriate, consider engaging your audience with real-time polls or prompts that seek nonverbal responses (raising hands, thumbs up, etc). And consider using humor to break the ice and transform the panel into an immersive experience.

• Eliminate redundant affirmations: Repetitive responses from the moderator dilute the conversation's value and limit audience engagement. I once attended a panel featuring industry experts where the moderator's echo of " Amazing," "Wow" and "That's great" punctuated each response. By falling into this pattern, moderators inadvertently stifle the potential for deeper engagement and dynamic interaction within the audience.

5. Virtual Panels The digital age brings the challenge of engaging audiences through screens. The principles of effective moderation remain the same, yet they demand extra creativity and technical savviness.

• Sharpen your creativity: Engaging with an audience over a computer screen requires more tact and understanding. Use polls, quick chat responses and direct questions to keep your audience involved.

• Technical preparation is key: Familiarize yourself with the platform and have a backup plan for technical glitches.

Final Thoughts

Moderation is more than just asking questions. It is about creating an atmosphere of learning, engagement and dynamism by facilitating electrifying exchanges.

Whether in-person or virtual, your role as a moderator is pivotal in shaping the outcome of the panel. Armed with these strategies, you're ready to transform a simple discussion into an engaging, memorable experience.

Forbes Coaches Council is an invitation-only community for leading business and career coaches. Do I qualify?

Priya Kartik

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Nevada Today

Researchers develop innovative method of teaching self-help skills to preschoolers who are deafblind, study demonstrate the effectiveness of system of least prompts (slp) as part of an intervention.

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MaryAnn Demchak, Ph.D., BCBA-D, supporting Jill Grattan, Ph.D., as she successfully defended her dissertation for her doctoral degree.

A groundbreaking approach to teaching essential self-help skills to preschoolers who are deafblind has been developed by researchers. Led by MaryAnn Demchak, Ph.D., BCBA-D. , professor of special education at the University of Nevada, Reno, and Jill Grattan, Ph.D. this innovative method employs the System of Least Prompts (SLP) .

“Very little research occurs with students who have severe, multiple disabilities that include deafblindness,” Demchak said. “This study extends prior research to this population and provides teachers and other practitioners with effective educational strategies.”

In their study, the researchers focused on teaching three crucial self-help skills – hand washing, hand drying and entry routines – to preschoolers aged 3 to 5 with vision and hearing impairments, along with multiple disabilities. Remarkably, 75% of the participants showed increased independence in mastering these targeted skills.

Self-help skills play a pivotal role in daily life, impacting health and shaping social acceptance. However, until now, research in this area for deafblind preschoolers with multiple disabilities has been limited.

The findings of this study demonstrate the effectiveness of SLP as part of an intervention package in teaching self-help skills to young children with multiple disabilities, including deafblindness. Although the mastery criterion wasn't universally achieved, the significant increase in independence among 75% of the participants is noteworthy.

“Interacting with the students and seeing their progress as a result of systematic teaching using SLP was very rewarding,” Grattan said.

Preschoolers with multiple disabilities, including deafblindness, often require extensive support in their daily activities. Therefore, any progress toward independence, even with some level of support or modification, is significant. Educators working with this population can now rely on evidence from this study to inform their teaching strategies, particularly emphasizing the effectiveness of SLP.

Jill Grattan, who earned her doctoral degree in Education: Special Education and Disability Studies from the University of Nevada, Reno, has collaborated with Demchak on various research studies focusing on individuals with disabilities.

“It is a privilege to collaborate with current and former doctoral students to make contributions to the field of severe, multiple disabilities, including the area of deafblindness,” Demchak said.

This study offers valuable insights, demonstrating that self-help skills can be effectively taught to deafblind preschoolers. This not only promises to foster healthy habits and well-being but also lays the foundation for future independence, ultimately enhancing the quality of life for both the children and their caregivers.

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Manufacturing

In the EVE universe, the vast majority of items are manufactured by player characters and traded in a relatively free way in the marketplace. Students of economics will note that these markets are neither perfect nor efficient in the technical senses; volumes of many items are low enough that the market can be (and is) manipulated, and the supply of materials and modules is partly provided by loot drops in missions, which can be adjusted without warning by the game developers. Similarly, the developers may adjust the requirements for a manufacturing process, or increase the availability of ore, or otherwise mess in the sandbox.

Nonetheless, manufacturing and selling items can provide interest and ISK profit for the careful and canny player. The player must be aware, however, that there are plenty of items that destroy value - that is, there are a great number of Tech 1 items, modules especially, that are worth less than the cost of manufacture. Many more items can be sold at a profit, but only in a limited volume in certain markets. Manufacture in these cases may simply be an alternative to hauling stuff between markets.

  • 2.1 Selecting the item to produce
  • 2.2 Total job cost
  • 2.3.1 Beware of rounding "errors"!
  • 3 Storyline production
  • 4.1 Processing gas
  • 4.2 Booster creation
  • 5.1 Skills required
  • 5.2.1 Moon materials
  • 5.2.2 Components
  • 5.2.3 Robotic Assembly Modules (R.A.M.s)
  • 5.2.4 Planetary materials
  • 6 Tech 3 production
  • 7.1 Supercapital construction
  • 8 Useful links
  • 9 References

The following skills are useful or required for all production that can be done.

  • Industry  ( 1x ) - 4% reduction in manufacturing time per skill level. At least level 1 is required to use most blueprints, and level 3 is required for further manufacturing skills. The speed bonus increases the rate at which you can produce items (and therefore, produce profit).
  • Advanced Industry  ( 3x ) - 3% reduction in all manufacturing & research time per skill level. This skill adds not only a fairly substantial further time reduction in manufacturing but also a time reduction in all research and invention jobs. Whilst less noticeable when building small items individually, these time-savers add up when doing multiple runs and building large ships.

Increase the number of concurrent jobs:

  • Mass Production  ( 2x ) - Allows 1 additional job per level. By default, all characters can run 1 manufacturing job at a time. Training this skill lets you run additional jobs simultaneously from 2 jobs at I up to 6 jobs at V. Any industrialist who wants to create things will need to train this to IV or V fairly early in their plans.
  • Advanced Mass Production  ( 8x ) - Allows 1 additional job per level. Once you train Mass Production to V, you can then train Advanced Mass Production, for a further increase in concurrent jobs. Having this skill at IV gives you 10 manufacturing lines (1 + 5 + 4), which is enough for most people. Training to V takes around 28 days, making it only of interest to dedicated manufacturing characters.

Allow remote management of jobs:

  • Supply Chain Management  ( 3x ) - Allows starting jobs remotely. +5 jumps per level. Without training this skill, you can start jobs anywhere in the current system. Each level in this skill gives you the ability to start manufacturing jobs an extra 5 jumps away, to the maximum of 25 jumps at level V (this may include other regions). This skill is more of a convenience skill than a must-have for a budding industrialist - allowing you to manage your production lines for a distance. If you invest in this skill, training to level III or maybe level IV would offer the most return on time investment. Note that you still have to haul the materials and blueprint to the relevant station.

Basics of production

Production of Tech 1 items - ships, modules, ammunition, rigs, or even components - is the simplest of manufacturing tasks, within reach of even the newest player to EVE. However, whether they will be able to make a profit is another question entirely. Very few skills are needed for Tech 1 production, and the materials are often fairly easily acquired.

All Tech 1 manufacturing jobs require a blueprint. These come in two forms: originals (BPOs) with infinite runs and copies (BPCs) that can only be run a limited number of times. For most blueprints, a single run of a blueprint will produce a single item, but there are some exceptions - most obviously ammunition, which produces 100 units per run.

Many manufacturers use BPCs, copied from a BPO, to manufacture, for a variety of reasons, including security and the ability to run multiple production lines. For more details, see Why should I copy my BPOs?

See Blueprints for more details on blueprints.

Selecting the item to produce

Tech 1 BPOs are seeded by various NPC traders, with costs varying from 100,000 to 75 billion ISK. This can be a significant cost, especially to new players. Also significant is the amount of research time that may be spent on the blueprint. Selecting a good one versus a bad one is important!

A good item will have these characteristics:

  • Inexpensive Materials - The material cost should be such that you can reasonably expect to manufacture a decent number of items, and you won't be bankrupt if you lose them while trying to sell them. There isn't a rule on how much cost is too much, but if you need a number then keep the cost of an item below 1% of your net worth. This will not be a problem for players with a large wallet but can be an issue for new players starting out in manufacturing. Loading the potential BPO into the Industry window will provide an estimate of the material cost.
  • Good Profit Margins - The difference between the selling price and the cost to manufacture should be worthwhile. Be sure to compare the absolute profit (ISK) and percent profit (% of selling price) and make sure both are worth your time. What makes it worth your time? It is up to the individual, but strive for at least 10% per item. Profits of 80% have been witnessed by players as young as 2 months to EVE, but they are rare and tend to disappear.
  • Good Transaction Volume - If you find an item that is extremely profitable but is only sold once per week, then it has poor transaction volume. There is no guarantee that you can capture all (or even most) of the sales of a particular item! To check the volume of an item, use the Market window. If you choose an item, click on the Price History tab. If it shows a graph, you can see daily sales volume by clicking the Show Table button in the bottom of the window. This will show you how many of an item were sold each day in the region over the past year.

Many items do meet all three requirements. Finding them is a matter of a lot of research time looking for items that meet your criteria. Typically it is easiest to search through the market tab looking for items with sufficient volume, then go to the BPO research calculator to compare the prices to selling volumes. Once you choose a blueprint, the BPO Research Calculator will also tell you what faction sells the BPOs you have chosen.

Total job cost

Raw materials are not the only cost of production. The act of installing the manufacturing job costs too and the job installation fee is a factor that cannot be ignored. In choosing where to base your manufacturing operation consider the installation cost of industry jobs. This cost is dynamic, so if a large number of other manufacturers join you in the system, it may save you money to move elsewhere (weighed against the cost in time and effort of moving all your materials to a new system).

The estimated item's approximate value is the cost estimation of the materials. The exact values can be calculated by multiplying the number of items with the adjusted prices of the items (found in ESI /markets/prices/ endpoint).

The system cost index is calculated from the amount of production job hours done in system and the amount of production job hours done in universe. [2]

You will also need to pay taxes. The taxes are based on the Estimated item value. The tax is composed of the following elements:

The maximum tax that can be set for industry services will be capped at 10%.

Running jobs

research skills eve

Once you have a blueprint and materials ready, and decided which system to manufacture in, it's time to produce your goods. Most of the time you'll be using an NPC station to manufacture goods.

Engineering complexes and citadels with the appropriate service module online can also be used to manufacture goods. Engineering complexes provide a modest material savings (1%) and significant time savings (15% - 30% depending on size) over NPC stations; these savings can be further increased for certain categories of goods by installing the appropriate rigs to the structure.

Gather the materials and BPO (or BPC) in your station hangar, and open the industry window. You will need to find your blueprint using the drop-down selection boxes. Click the blueprint to install it to the main industry window. Or you can start the job from the blueprint in your hangar.

Simply choose the number of runs, check the input/output locations (most of the time this will simply be Item Hangar, but if you have your own personal corporation or use containers for sorting you may need to change them - note: if the industry window says you are missing inputs that you know you have, check to make sure all input/output choices are from/to the Item Hangar) and press Start.

While the job is running, you can check on its progress using the same Industry window, in the Jobs tab. Select the Jobs tab, and a list of your currently running jobs will be displayed. You can cancel the job if you want your blueprint back for some reason, but none of the materials used or installation costs will be refunded.

Finally, once the job is completed, job listed in the Jobs tab will contain a large Deliver button instead of a time remaining display; press this and the results & blueprint will be returned to the station.

Beware of rounding "errors"!

A particular problem that can quickly cost you a million ISK or two when manufacturing Tech 2 items is the rounding that is applied as an effect of material efficiency. The rounding is done per job instead of per run. a single industry job with 3 runs can use less material than 3 single jobs from the same blueprint!

Additionally, the manufacturing job will require at least one item of each type per run. This is most notable when the job requires one item per run. With 100 runs and 10% material reduction, you would assume that you would need 90 items but you still need 100 items.

Storyline production

COSMOS missions and data sites are a source of storyline module blueprint copies. These modules require rare components that can be found in data sites, relic sites, and COSMOS sites.

To manufacture them you will also need few extra skills:

  • Amarr Encryption Methods  ( 5x )
  • Caldari Encryption Methods  ( 5x )
  • Gallente Encryption Methods  ( 5x )
  • Minmatar Encryption Methods  ( 5x )
  • Sleeper Technology  ( 5x )
  • Takmahl Technology  ( 5x )
  • Talocan Technology  ( 5x )
  • Yan Jung Technology  ( 5x )

Booster production

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Boosters are manufactured from mytoserocin and cytoserocin gas harvested from clouds in cosmic signatures found in known space. These signatures only spawn in specific regions of New Eden. These gasses are distinct from the fullerine gasses found in wormholes, which are used to create Tech III ships and subsystems.

Booster production requires the following skill:

  • Drug Manufacturing - Required for manufacturing drugs.

If you also want to refine the gas used for drug manufacturing you will need the relevant reaction skills.

Processing gas

Gas must be processed into pure booster material before the final product is created. This is done using reactors at a refinery structure.

Pure boosters use Simple Reactions at a Standup Biochemical Reactor I. These structures can only be installed at a refinery in 0.4 or lower security space. Besides the gas, the reactions also require an additional unit, which varies based on the grade of the booster. Synth reactions need Garbage, Standard reactions require Water, Improved reactions require either Spirits or Oxygen, depending on the exact product, and Strong reactions require Hydrochloric Acid.

Booster creation

Boosters themselves are created as a normal manufacturing job in industry window. This has no security requirements and can be done in high security space. Manufacturing the final booster product requires the pure booster material of the desired grade covered in the above section, megacyte, and an appropriate blueprint.

Tech 2 production

research skills eve

Tech 2 manufacturing requires Tech 2 BPCs, which are 'invented' through the invention process. This is a chance-based process, requiring a lot of skill investment in advance, and you are not guaranteed to get a Tech 2 BPCs at the end of it. Some Tech 2 manufacturers do not invent, but instead merely buy Tech 2 BPC packs from dedicated inventors. See Invention for more details on the invention process.

There are also limited number of extremely valuable tech II blueprint originals in circulation. These were seeded years ago in the so called "Blueprint lottery" and new tech II blueprint originals will never enter the game.

Tech 2 production also requires a much wider range of materials compared to tech I production.

Skills required

The main difference between tech 2 and tech 1 manufacturing is the increased skill requirement, and the many more different types of input materials required. Not all Tech 2 manufacturers will have all these skills, some may specialize in (for example) constructing only Minmatar ships, and thus have only those skills. Most of these skills are the same as those required for invention. Different blueprints require these skills at different levels, but in general: the larger the ship or item, the higher skill level will be required. Most of these skills also give a 1% time efficiency bonus per level.

  • Mechanical Engineering  ( 5x )
  • Amarr Starship Engineering  ( 5x )
  • Caldari Starship Engineering  ( 5x )
  • Gallente Starship Engineering  ( 5x )
  • Minmatar Starship Engineering  ( 5x )
  • Advanced Small Ship Construction  ( 2x )
  • Advanced Medium Ship Construction  ( 5x )
  • Advanced Large Ship Construction  ( 8x )
  • Advanced Industrial Ship Construction  ( 3x )
  • Electromagnetic Physics  ( 5x )
  • Electronic Engineering  ( 5x )
  • Graviton Physics  ( 5x )
  • High Energy Physics  ( 5x )
  • Hydromagnetic Physics  ( 5x )
  • Laser Physics  ( 5x )
  • Molecular Engineering  ( 5x )
  • Nanite Engineering  ( 5x )
  • Nuclear Physics  ( 5x )
  • Plasma Physics  ( 5x )
  • Quantum Physics  ( 5x )
  • Rocket Science  ( 5x )

Tech 2 required materials

Whereas the majority of Tech 1 production requires only minerals, the range of input materials required hugely expands for Tech 2 production - moons, planets, items and components are all potential sources of materials for Tech 2 production. Not all Tech 2 blueprints require every single source of input material, but one particular additional input required for most Tech 2 manufacturing is a Tech 1 item of the similar type. For example building a Tech 2 nanofiber requires a single Tech 1 nanofiber, some Remote Assembly Modules (Armor/Hull Tech R.A.M.s), extra minerals (Morphite) and some planetary materials (Construction Blocks).

Moon materials

Moon materials are produced via moon mining, which is an activity only possible in 0.5 security space and lower, and requires a Refinery anchored next to the moon mining beacon you wish to mine from and fitted with Moon Drill module. It is also very lucrative, and some moons are fought over regularly, so being able to defend your structure is necessary if you wish to maintain your moon mining operation. Moon mining is an activity carried out on the corporation or alliance level, and thus generally not possible (to run a profitable operation) as a solo player.

Moon materials - basic elements such as Chromium, Technetium, and Tungsten, which can be found in the Reaction Materials > Raw Moon Materials section of the market - are mined and then reacted together in the refinery to produce advanced moon materials - such as Tungsten Carbide, Fullerides and Fermionic Condensates. It is possible however to run a profitable reaction only operation: buying the raw moon materials on the market, reacting them together in your refinery (and it does have to be in lowsec or nullsec) and then selling or using the advanced moon materials.

These advanced materials are sometimes used directly in Tech 2 item manufacturing, but more often used in the construction of advanced components, which are then in turn used in Tech 2 manufacturing.

See Moon mining and Reactions for more details.

Advanced components are the most common type, and are manufactured exclusively from moon materials. They are used in the majority of Tech 2 manufacturing, Tech 2 ships in particular using large numbers of multiple different types of components. Components come in Amarr, Caldari, Gallente and Minmatar flavours, with the icon coloured according to which race they 'belong' to. The advanced component manufacturing process is just like any other Tech 1 manufacturing process, except that the inputs are moon materials, and one particular science skill (see list of Tech 2 skills required above) is required for each component.

Tech 2 items frequently use these racial components as well as ships, and the particular racial component(s) they require will be the same as the racial encryption skill and the racial data interface item required to invent the BPC.

Robotic Assembly Modules (R.A.M.s)

Robotic Assembly Modules, more commonly known as R.A.M.s, are robotic assembly units that build things for you. They are manufactured from minerals just like any other Tech 1 manufacturing process. Nine different R.A.M.s exist, for different types of construction: Starship Tech, Ammunition Tech, Cybernetics, etc.

Planetary materials

Planetary Industry can be done with the same character you might use for production, and thus save you expenditure on the market (although, just like minerals you mine are not free, neither are planetary materials you produce).

Tech 3 production

Tech 3 ships, also known as Strategic Cruisers and tactical destroyers have their own specialised construction process, which is a combination of invention using ancient relics from relic sites, and including datacores gathered from data sites - to discover the BPCs for hulls and subsystems, and then built using those BPCs with materials gathered from within w-space - including gas clouds (which are reacted in a reactor array), Sleeper salvage and normal minerals.

Capital ship construction

Capital ship construction can be an extremely lucrative business, although requiring a large initial investment, and, depending on what capital you are constructing, may need to be based in lowsec, or even sovereign nullsec.

  • Capital Ship Construction  ( 14x ) is required to build capital ships or capital ship components. The following levels unlock the following blueprints:

Capital ships are built from capital ship components, which are in turn manufactured from minerals. There is no restriction on where capital ship components can be built, and apart from the increased skill requirement, there is no difference from other Tech 1 manufacturing. Freighters and the Orca can then be constructed in any manufacturing facility using the relevant Tech 1 ship BPO or BPC, from the components previously built.

Carriers, dreadnoughts & the Rorqual are capital ships that may not enter hisec, and so you cannot build them in hisec either. They can be constructed in any station in lowsec or nullsec with a manufacturing facility, but apart from that restriction, are constructed in the same way as freighters or the Orca.

These ships may also be constructed at a Large or Extra Large size citadel or engineering complex (i.e. Fortizar, Azbel, Keepstar, or Sotiyo) with a Standup Capital Shipyard I module installed. This module is installable in lowsec and nullsec only. Engineering complexes, and structures with appropriate rigs, will provide their usual cost reductions as applicable.

Supercapital construction

Supercarriers and titans cannot even dock in NPC stations, never mind enter hisec, and so you cannot build them in stations either. They must be built at a Sotiyo engineering complex with a Standup Supercapital Shipyard I service module. installed. This module may only be brought online in systems where the complex owner has sovereignty, and has installed a Supercapital Construction Facilities infrastructure upgrade. Supercapital construction takes an exceedingly long time ).

Note that while appropriately fit Sotiyo engineering complexes can build and launch supercapitals, such ships will not be able to re-dock once launched. The only structures that support supercapital docking are Keepstar citadels.

Because supercapital ship construction must take place in a player-owned structure, this means supercapital ships under construction are vulnerable to attack, unless you can defend your infrastructure effectively. Many titans have been 'aborted' by a hostile force destroying the POS and assembly array during construction.

Useful links

  • ISK Per hour Very powerful windows program for Tech 1, Tech 2 and Tech 3 production as well as refining.
  • ^ Total job cost formula under Tax reforms
  • ^ System cost index formula , under Basic Pricing section
  • ^ Increase from 0.25% to 0.75% Patch notes: Version 21.05 Release 2023-07-06.1
  • ^ Increase from 0.75% to 1.5% Patch notes: Version 21.05 Release 2023-09-12.1
  • ^ Increase from 1.5% to 4% Patch notes: Version 21.06 Release 2024-02-01.1

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IMAGES

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  1. Research

    Without training this skill, you can start jobs anywhere in the current system. Each level in this skill gives you the ability to start research jobs an extra 5 jumps away to the maximum of 25 jumps at level V (this may include other regions). Other helpful skills: Cybernetics (3x) - allows the use of implants.

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  4. PDF Science and Industry Guide for EVE Online

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    The time to research the TE value is always equal to the ME value for the same amount of runs. So for this Medium Shield Extender I above the research time would be 11 days and 8 hours for ME 10 und TE 20.This will be further reduced by the structure bonuses and rigs of your EC, which I will just assume sum up to around 50%, which reduces the research time riquired to around 6 days.

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  8. Research Project Management

    Description. Skill at overseeing agent research and development projects. Allows the simultaneous use of 1 additional Research and Development agent per skill level. Skill at overseeing agent research and development projects. Allows the simultaneous use of 1 additional Research and Development agent per skill level.

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  11. Material Efficiency Research

    March 23, 2024 07:40. Material Efficiency Research can only be performed on blueprint originals. Each blueprint original can receive 10 runs (levels) of Material Efficiency Research, each granting a 1% reduction of the required material for that blueprint original, or new copies made from them. Material Efficiency Research is subject to ...

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