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Computer games

Franziska Jeromin, Winfrief Rief, Antonia Barke
Background and aims People with substance abuse and pathological gamblers show an attentional bias. In a laboratory setting, we found an attentional bias using an addiction Stroop in adults with Internet Gaming Disorder (IGD). We aimed at investigating this effect using two web-based experiments. Methods Study 1: Gamers with IGD, casual gamers, and non-gamers (N = 81, 28.1 ± 7.8 years) completed a web-based addiction Stroop with a fully randomized word order. They saw computer-related and neutral words in four colors and indicated the word color via keypress...
October 25, 2016: Journal of Behavioral Addictions
Marc Argilés, Genís Cardona, Elisabet Pérez-Cabré, Ramon Pérez-Magrané, Bernardo Morcego, Joan Gispets
PURPOSE: To develop and test the sensitivity of an ultrasound-based sensor to assess the viewing distance of visual display terminals operators in real-time conditions. METHODS: A modified ultrasound sensor was attached to a computer display to assess viewing distance in real time. Sensor functionality was tested on a sample of 20 healthy participants while they conducted four 10-minute randomly presented typical computer tasks (a match-three puzzle game, a video documentary, a task requiring participants to complete a series of sentences, and a predefined internet search)...
October 22, 2016: Optometry and Vision Science: Official Publication of the American Academy of Optometry
Marina Cujzek, Andrea Vranic
This research aimed at investigating the utility of a computerized version of a cognitively stimulating activity as a video game intervention for elderly. The study focused on the effect of a 6-week extensive practice intervention on aspects of cognitive functioning (vigilance, working memory (WM), inhibition, reasoning) of old-old participants (N = 29), randomly assigned to trained or active control group. The difference between groups was in the content of the extended video game practice - cognitively complex card game for trained and computerized version of a simple dice-game of chance for control participants...
October 24, 2016: Neuropsychology, Development, and Cognition. Section B, Aging, Neuropsychology and Cognition
Na Jin Seo, Mojtaba F Fathi, Pilwon Hur, Vincent Crocher
STUDY DESIGN: Repeated measures. INTRODUCTION: The Kinect (Microsoft, Redmond, WA) is widely used for telerehabilitation applications including rehabilitation games and assessment. PURPOSE OF THE STUDY: To determine effects of the Kinect location relative to a person on measurement accuracy of upper limb joint angles. METHODS: Kinect error was computed as difference in the upper limb joint range of motion (ROM) during target reaching motion, from the Kinect vs 3D Investigator Motion Capture System (NDI, Waterloo, Ontario, Canada), and compared across 9 Kinect locations...
October 18, 2016: Journal of Hand Therapy: Official Journal of the American Society of Hand Therapists
Daniel T Goon, Constance A Nsibambi, Milton Chebet
BACKGROUND: Scant information exist on screen time behavior of South Africa children and whether they do not meet the recommendation of American Association of Pediatrics (AAP) concerning screen time activity for children is only speculative. Therefore, the purpose of this study was to examine the time spent in sedentary activities, especially screen time of South African children with regard to gender. METHODS: This cross-sectional study involved a random sample of 1136 school children (548 boys; 588 girls) aged 9-13 years attending public schools in Central Pretoria, South Africa...
December 2016: Minerva Pediatrica
Conall Tunney, Patricia Cooney, David Coyle, Gary O'Reilly
BACKGROUND: The current popularity of mindfulness-based practices has coincided with the increase in access to mobile technology. This has led to many mindfulness apps and programs becoming available, some specifically for children. However, little is known about the experience of engaging with mindfulness through these mediums. AIMS: To explore children's experience of mindfulness delivered both face-to-face and through a computer game to highlight any differences or similarities...
October 20, 2016: British Journal of Psychiatry: the Journal of Mental Science
Takamasa Ogawa, Yuji Sato, Noboru Kitagawa, Momoe Nakatsu
STATEMENT OF PROBLEM: Although the retention force of maxillary complete dentures has been measured in numerous studies with different devices, the biomechanical mechanism associated with the generation of this retention force cannot be determined. PURPOSE: The purpose of this clinical study was to investigate whether 3-dimensional finite-element analysis can be used to estimate the retention force of maxillary complete dentures. MATERIAL AND METHODS: The study included 12 participants (6 men and 6 women, mean 77...
October 17, 2016: Journal of Prosthetic Dentistry
Susann Weihrauch-Blüher, Stefanie Koormann, Jana Brauchmann, Susanna Wiegand
BACKGROUND: The increasing prevalence of childhood obesity is - amongst other factors - due to changed leisure time habits with decreased physical activity and increased media consumption. However, electronic media such as tablets and smartphones might also provide a novel intervention approach to prevent obesity in childhood and adolescence. OBJECTIVES: A summary of interventions applying electronic media to prevent childhood obesity is provided to investigate short term effects as well as long term results of these interventions...
October 18, 2016: Bundesgesundheitsblatt, Gesundheitsforschung, Gesundheitsschutz
Cindy X Guo, Raiju J Babu, Joanna M Black, William R Bobier, Carly S Y Lam, Shuan Dai, Tina Y Gao, Robert F Hess, Michelle Jenkins, Yannan Jiang, Lionel Kowal, Varsha Parag, Jayshree South, Sandra Elfride Staffieri, Natalie Walker, Angela Wadham, Benjamin Thompson
BACKGROUND: Amblyopia is a common neurodevelopmental disorder of vision that is characterised by visual impairment in one eye and compromised binocular visual function. Existing evidence-based treatments for children include patching the nonamblyopic eye to encourage use of the amblyopic eye. Currently there are no widely accepted treatments available for adults with amblyopia. The aim of this trial is to assess the efficacy of a new binocular, videogame-based treatment for amblyopia in older children and adults...
October 18, 2016: Trials
Matthew H Holden, Stephen P Ellner
Despite major advances in quantitative approaches to natural resource management, there has been resistance to using these tools in the actual practice of managing ecological populations. Given a managed system and a set of assumptions, translated into a model, optimization methods can be used to solve for the most cost-effective management actions. However, when the underlying assumptions are not met, such methods can potentially lead to decisions that harm the environment and economy. Managers who develop decisions based on past experience and judgment, without the aid of mathematical models, can potentially learn about the system and develop flexible management strategies...
July 2016: Ecological Applications: a Publication of the Ecological Society of America
Stephanie Schoeppe, Corneel Vandelanotte, Elling Bere, Nanna Lien, Maïté Verloigne, Éva Kovács, Yannis Manios, Mona Bjelland, Frøydis Nordgård Vik, Wendy Van Lippevelde
BACKGROUND: Parents play an important role in modelling healthy behaviours to their children. This study investigated associations between parent and child physical activity and screen time behaviours across specific domains, including moderating effects by parent and child gender. METHOD: The sample comprised 3300 school children and 2933 parents participating in the UP4FUN project (mean ages: child 11.2 ± 0.8 years, mother 40.0 ± 4.9 years, father 43.4 ± 5...
October 15, 2016: European Journal of Public Health
Luciana Mara Monti Fonseca, Natália Del' Angelo Aredes, Ananda Maria Fernandes, Luís Manuel da Cunha Batalha, Jorge Manuel Amado Apóstolo, José Carlos Amado Martins, Manuel Alves Rodrigues
Objectives: to evaluate the cognitive learning of nursing students in neonatal clinical evaluation from a blended course with the use of computer and laboratory simulation; to compare the cognitive learning of students in a control and experimental group testing the laboratory simulation; and to assess the extracurricular blended course offered on the clinical assessment of preterm infants, according to the students. Method: a quasi-experimental study with 14 Portuguese students, containing pretest, midterm test and post-test...
October 10, 2016: Revista Latino-americana de Enfermagem
Assi Dahan, Lior Noy, Yuval Hart, Avi Mayo, Uri Alon
Motion synchrony correlates with effective and well-rated human interaction. However, people do not remain locked in synchrony; Instead, they repeatedly enter and exit synchrony. In many important interactions, such as therapy, marriage and parent-infant communication, it is the ability to exit and then re-enter synchrony that is thought to build strong relationship. The phenomenon of entry into zero-phase synchrony is well-studied experimentally and in terms of mathematical modeling. In contrast, exit-from-synchrony is under-studied...
2016: PloS One
Fernando Winckler Simor, Manoela Rogofski Brum, Jaison Dairon Ebertz Schmidt, Rafael Rieder, Ana Carolina Bertoletti De Marchi
BACKGROUND: Gestural interaction systems are increasingly being used, mainly in games, expanding the idea of entertainment and providing experiences with the purpose of promoting better physical and/or mental health. Therefore, it is necessary to establish mechanisms for evaluating the usability of these interfaces, which make gestures the basis of interaction, to achieve a balance between functionality and ease of use. OBJECTIVE: This study aims to present the results of a systematic review focused on usability evaluation methods for gesture-based games, considering devices with motion-sensing capability...
October 4, 2016: JMIR Serious Games
Noah D Goodman, Michael C Frank
Understanding language requires more than the use of fixed conventions and more than decoding combinatorial structure. Instead, comprehenders make exquisitely sensitive inferences about what utterances mean given their knowledge of the speaker, language, and context. Building on developments in game theory and probabilistic modeling, we describe the rational speech act (RSA) framework for pragmatic reasoning. RSA models provide a principled way to formalize inferences about meaning in context; they have been used to make successful quantitative predictions about human behavior in a variety of different tasks and situations, and they explain why complex phenomena, such as hyperbole and vagueness, occur...
September 28, 2016: Trends in Cognitive Sciences
David B Salisbury, Thomas D Parsons, Kimberley R Monden, Zina Trost, Simon J Driver
Purpose/Objective: To investigate the feasibility of brain-computer interface (BCI) with patients on an inpatient spinal cord injury (SCI) unit. Research Method/Design: This study included 25 participants aged 18-64 who sustained traumatic or nontraumatic SCI and did not have severe cognitive or psychiatric impairment. Participants completed a variety of screening measures related to cognition, psychological disposition, pain, and technology experience/interest. The Emotiv electroencephalography system was used in conjunction with a cube rotation and manipulation game presented on a laptop computer...
September 29, 2016: Rehabilitation Psychology
Phil Brüll, Robert A C Ruiter, Reinout W Wiers, Gerjo Kok
OBJECTIVE: Comprehensive sex education programs specifically designed for adolescents and young adults that take into account gender norms and cultural background have shown promise as a means of countering the high sexually transmitted infection rate in young people. Recently, digital gaming interventions delivered on computers or mobile devices have emerged as another way to promote safer sex behavior in a young population. Tailoring these computer-based interventions to their target population has been recognized to increase positive behavior outcomes...
September 28, 2016: Games for Health
Arend Hintze, Ralph Hertwig
When humans fail to make optimal decisions in strategic games and economic gambles, researchers typically try to explain why that behaviour is biased. To this end, they search for mechanisms that cause human behaviour to deviate from what seems to be the rational optimum. But perhaps human behaviour is not biased; perhaps research assumptions about the optimality of strategies are incomplete. In the one-shot anonymous symmetric ultimatum game (UG), humans fail to play optimally as defined by the Nash equilibrium...
September 28, 2016: Scientific Reports
Rihab Moncer, Sonia Jemni, Samia Frioui, Emna Toulgui, Iheb BelHadjYoussef, Fayçal Khachnaoui
OBJECTIVE: Determine the prevalence of non specific LBP in children and adolescents and identify factors directly associated with LBP, which will allow us to establish a program to prevent non specific LBP in childhood. MATERIAL/PATIENTS AND METHODS: We conducted an analytical cross-sectional study about 444 students, 201 boys and 243 girls, with average age of 14.95 years. Evaluation includes anthropometric assessment, extensibility of sub pelvic muscles and the endurance of back muscles and quadriceps with spine examination...
September 2016: Annals of Physical and Rehabilitation Medicine
Philippe Archambault, Dany Gagnon, François Routhier, William Miller
OBJECTIVE: Use of a power wheelchair (PW) can improve quality of life and participation in individuals with mobility impairments. PW skills training is generally seen as insufficient by both clinicians and PW users. A virtual reality (VR) simulator may be helpful in improving PW driving skills, when used in addition to regular training. In previous work, challenging PW driving activities have been identified through interviews with expert clinicians and PW users and were then integrated in the McGill immersive wheelchair simulator (miWe)...
September 2016: Annals of Physical and Rehabilitation Medicine
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