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https://www.readbyqxmd.com/read/28644923/examining-transfer-effects-of-dual-task-training-protocols-for-a-complex-locomotor-task
#1
Timothy A Worden, Lori Ann Vallis
Training protocols designed to improve dual-task performance of an obstacle crossing and auditory Stroop task (OBS+Stroop) were tested. In Experiment  1 , following baseline collection of OBS+Stroop trials, proximally related walking training was performed, and participants were then retested on the OBS+Stroop test. After training, participants adopted a more cautious obstacle crossing strategy, indicating a potentially safer navigation strategy. Transfer effects from distally related training were then examined (Experiment  2 ); a computer game training paradigm was examined using the same testing protocol as Experiment  1 ...
June 23, 2017: Journal of Motor Behavior
https://www.readbyqxmd.com/read/28644115/evaluation-of-the-effectiveness-and-cost-effectiveness-of-lightweight-fibreglass-heel-casts-in-the-management-of-ulcers-of-the-heel-in-diabetes-a-randomised-controlled-trial
#2
William Jeffcoate, Frances Game, Vivienne Turtle-Savage, Alison Musgrove, Patricia Price, Wei Tan, Lucy Bradshaw, Alan Montgomery, Deborah Fitzsimmons, Angela Farr, Thomas Winfield, Ceri Phillips
BACKGROUND: Ulcers of the foot in people with diabetes mellitus are slow to heal and result in considerable cost and patient suffering. The prognosis is worst for ulcers of the heel. OBJECTIVE: To assess both the clinical effectiveness and the cost-effectiveness of lightweight fibreglass casts in the management of heel ulcers. DESIGN: A pragmatic, multicentre, parallel, observer-blinded randomised controlled trial. A central randomisation centre used a computer-generated random number sequence to allocate participants to groups...
May 2017: Health Technology Assessment: HTA
https://www.readbyqxmd.com/read/28632752/learning-to-exploit-a-hidden-predictor-in-skill-acquisition-tight-linkage-to-conscious-awareness
#3
Randy Tran, Harold Pashler
It is often assumed that implicit learning of skills based on predictive relationships proceeds independently of awareness. To test this idea, four groups of subjects played a game in which a fast-moving "demon" made a brief appearance at the bottom of the computer screen, then disappeared behind a V-shaped occluder, and finally re-appeared briefly on either the upper-left or upper-right quadrant of the screen. Points were scored by clicking on the demon during the final reappearance phase. Demons differed in several visible characteristics including color, horn height and eye size...
2017: PloS One
https://www.readbyqxmd.com/read/28628385/serious-games-for-psychotherapy-a-systematic-review
#4
Christiane Eichenberg, Markus Schott
INTRODUCTION: In the evolving digital age, media applications are increasingly playing a greater role in the field of psychotherapy. While the Internet is already in the phase of being established when it comes to the care of mental disorders, experimentation is going on with other modern media such as serious games. A serious game is a game in which education and behavior change is the goal, alongside with entertainment. OBJECTIVE: The objective of the present article was to provide a first empirical overview of serious games applied to psychotherapy and psychosomatic rehabilitation...
June 2017: Games for Health
https://www.readbyqxmd.com/read/28628379/visuomotor-behaviors-and-performance-in-a-dual-task-paradigm-with-and-without-vibrotactile-feedback-when-using-a-myoelectric-controlled-hand
#5
Eitan Raveh, Jason Friedman, Sigal Portnoy
Prosthesis users allocate visual attention to their prosthetic hand while performing activities of daily living (ADLs), due to absence of sensory feedback. Dual-task assignments present competition for visual attention and may affect the performance of ADLs. Vibrotactile feedback (VTF) is a frequently-used method to provide prosthesis users with tactile feedback. However, the effect of adding VTF on visual attention and performance in a motor dual-task paradigm has not been investigated. Our aim was to compare visual attention and performance during ADLs in a motor dual-task paradigm when using binary VTF and without using VTF...
June 19, 2017: Assistive Technology: the Official Journal of RESNA
https://www.readbyqxmd.com/read/28608348/identification-and-analysis-of-wg-gw-argonaute-binding-domains
#6
Andrzej Zielezinski, Wojciech M Karlowski
WG/GW domains recruit ARGONAUTE (AGO) proteins to distinct silencing effector complexes using combinations of just two amino acids: tryptophan (W) and glycine (G), forming a wide arsenal of highly simplified interaction surfaces. These unstructured domains exhibit very low sequence identity and excessive length polymorphism, which makes identification of new AGO-binding proteins a challenging task as they escape detection with standard sequence comparison-based methods (e.g., BLAST, HMMER).In this chapter, we explain the use of tools for prediction of AGO-binding WG/GW domains in protein sequences...
2017: Methods in Molecular Biology
https://www.readbyqxmd.com/read/28606268/-clinical-observation-on-monovision-of-cataract-surgery-with-different-near-addition
#7
J Mu, Y Z Li, Q Wu, L Yan, H Chen
Objective: To observe the influence on spectacle independence, satisfaction and visual function after cataract surgery monovision with different ADD. Methods: Prospective clinical study. All patients were collected from the department of ophthalmology, Shanghai JiaoTong University Affiliated Sixth People's Hospital who were diagnosed as bilateral cataract from Oct. 2013 to Mar. 2015. This study comprised 64 cases (128 eyes). All consecutive patients scheduled to undergo bilateral cataract phacoemulsification and implantation of a monofocal AcrySof IQ IOL...
June 11, 2017: [Zhonghua Yan Ke za Zhi] Chinese Journal of Ophthalmology
https://www.readbyqxmd.com/read/28605263/acute-compensatory-responses-to-interrupting-prolonged-sitting-with-intermittent-activity-in-preadolescent-children
#8
Molly P O'Sullivan, Matthew R Nagy, Shannon S Block, Trevor R Tooley, Leah E Robinson, Natalie Colabianchi, Rebecca E Hasson
PURPOSE: The purpose of this study was to compare the effects of intermittent activity performed at varying intesnities and prolonged sitting on physical activity compensation. METHODS: Thirty-three children (14 boys, 19 girls; ages 7-11 years; 24% overweight/obese; 61% non-white) completed four experimental conditions in random order: 8 hours of sitting interrupted with 20, 2-minute low-, moderate-, or high-intensity activity breaks or 20, 2-minute sedentary computer-game breaks...
June 12, 2017: Pediatric Exercise Science
https://www.readbyqxmd.com/read/28602529/-the-use-of-social-media-modifies-teenagers-sleep-related-behavior
#9
S Royant-Parola, V Londe, S Tréhout, S Hartley
OBJECTIVE: Modification of sleep behaviors in teenagers has been observed over the past 30years with a reduction in overall sleep time and an increasing number of teenagers suffering from sleep deprivation. Sleep deprivation is linked to physical problems such as obesity but also to change in performance at school and mood disorders. Changes have been associated with the use of screens, cell phones, Internet and social media. Use of screens has been shown to delay sleep onset and melatonin secretion and stimulation of wake systems by interaction with social media may exacerbate these effects...
June 8, 2017: L'Encéphale
https://www.readbyqxmd.com/read/28599118/sensory-metrics-of-neuromechanical-trust
#10
William Softky, Criscillia Benford
Today digital sources supply a historically unprecedented component of human sensorimotor data, the consumption of which is correlated with poorly understood maladies such as Internet addiction disorder and Internet gaming disorder. Because both natural and digital sensorimotor data share common mathematical descriptions, one can quantify our informational sensorimotor needs using the signal processing metrics of entropy, noise, dimensionality, continuity, latency, and bandwidth. Such metrics describe in neutral terms the informational diet human brains require to self-calibrate, allowing individuals to maintain trusting relationships...
June 9, 2017: Neural Computation
https://www.readbyqxmd.com/read/28598701/a-double-blind-randomized-pilot-trial-comparing-computerized-cognitive-exercises-to-tetris-in-adolescents-with-attention-deficit-hyperactivity-disorder
#11
Aida Bikic, Torben Østergaard Christensen, James F Leckman, Niels Bilenberg, Søren Dalsgaard
BACKGROUND: The purpose of this trial was to examine the feasibility and efficacy of computerized cognitive exercises from Scientific Brain Training (SBT), compared to the computer game Tetris as an active placebo, in a pilot study of adolescents with attention-deficit/hyperactivity disorder (ADHD). METHOD: Eighteen adolescents with ADHD were randomized to treatment or control intervention for 7 weeks. Outcome measures were cognitive test, symptom, and motivation questionnaires...
June 9, 2017: Nordic Journal of Psychiatry
https://www.readbyqxmd.com/read/28596245/computerised-cognitive-behavioural-therapy-for-adults-with-intellectual-disability-randomised-controlled-trial
#12
Patricia Cooney, Catherine Jackman, David Coyle, Gary O'Reilly
BackgroundDespite the evidence base for computer-assisted cognitive-behavioural therapy (CBT) in the general population, it has not yet been adapted for use with adults who have an intellectual disability.AimsTo evaluate the utility of a CBT computer game for adults who have an intellectual disability.MethodA 2×3 (group×time) randomised controlled trial design was used. Fifty-two adults with mild to moderate intellectual disability and anxiety or depression were randomly allocated to two groups: computerised CBT (cCBT) or psychiatric treatment as usual (TAU), and assessed at pre-treatment, post-treatment and 3-month follow-up...
June 8, 2017: British Journal of Psychiatry: the Journal of Mental Science
https://www.readbyqxmd.com/read/28592394/social-media-use-and-access-to-digital-technology-in-us-young-adults-in-2016
#13
Andrea C Villanti, Amanda L Johnson, Vinu Ilakkuvan, Megan A Jacobs, Amanda L Graham, Jessica M Rath
BACKGROUND: In 2015, 90% of US young adults with Internet access used social media. Digital and social media are highly prevalent modalities through which young adults explore identity formation, and by extension, learn and transmit norms about health and risk behaviors during this developmental life stage. OBJECTIVE: The purpose of this study was to provide updated estimates of social media use from 2014 to 2016 and correlates of social media use and access to digital technology in data collected from a national sample of US young adults in 2016...
June 7, 2017: Journal of Medical Internet Research
https://www.readbyqxmd.com/read/28588520/emotional-expression-in-simple-line-drawings-of-a-robot-s-face-leads-to-higher-offers-in-the-ultimatum-game
#14
Kazunori Terada, Chikara Takeuchi
In the present study, we investigated whether expressing emotional states using a simple line drawing to represent a robot's face can serve to elicit altruistic behavior from humans. An experimental investigation was conducted in which human participants interacted with a humanoid robot whose facial expression was shown on an LCD monitor that was mounted as its head (Study 1). Participants were asked to play the ultimatum game, which is usually used to measure human altruistic behavior. All participants were assigned to be the proposer and were instructed to decide their offer within 1 min by controlling a slider bar...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28586261/modulation-of-reward-in-a-live-social-context-as-revealed-through-interactive-social-neuroscience
#15
Max J Rolison, Adam J Naples, Helena J V Rutherford, James C McPartland
Social neuroscience research investigating autism spectrum disorder (ASD) has yielded inconsistent findings, despite ASD being well-characterized by difficulties in social interaction and communication through behavioral observation. In particular, specific etiologies and functional and structural assays of the brain in autism have not been consistently identified. To date, most social neuroscience research has focused on a single person viewing static images. Research utilizing interactive social neuroscience featuring dual-brain recording offers great promise for the study of neurodevelopmental disabilities...
June 14, 2017: Social Neuroscience
https://www.readbyqxmd.com/read/28581274/comparison-of-electroencephalography-eeg-coherence-between-major-depressive-disorder-mdd-without-comorbidity-and-mdd-comorbid-with-internet-gaming-disorder
#16
Joohyung Youh, Ji Sun Hong, Doug Hyun Han, Un Sun Chung, Kyoung Joon Min, Young Sik Lee, Sun Mi Kim
Internet gaming disorder (IGD) has many comorbid psychiatric problems including major depressive disorder (MDD). In the present study, we compared the neurobiological differences between MDD without comorbidity (MDD-only) and MDD comorbid with IGD (MDD+IGD) by analyzing the quantitative electroencephalogram (QEEG) findings. We recruited 14 male MDD+IGD (mean age, 20.0 ± 5.9 years) and 15 male MDD-only (mean age, 20.3 ± 5.5 years) patients. The electroencephalography (EEG) coherences were measured using a 21-channel digital EEG system and computed to assess synchrony in the frequency ranges of alpha (7...
July 2017: Journal of Korean Medical Science
https://www.readbyqxmd.com/read/28572983/childhood-overweight-obesity-and-associated-factors-among-primary-school-children-in-dire-dawa-eastern-ethiopia-a-cross-sectional-study
#17
Assefa Desalew, Alemnesh Mandesh, Agumasie Semahegn
BACKGROUND: Obesity in children is increasing worldwide. Malnutrition has become a double burden challenge of public health concern in developing countries. Childhood obesity increases the risk of chronic disease in childhood as well as adulthood. However, information is very scarce about childhood obesity in developing countries specifically in Ethiopia. Therefore, we aimed to assess childhood overweight, obesity and associated factors among primary school children at Dire Dawa, Eastern Ethiopia...
2017: BMC Obesity
https://www.readbyqxmd.com/read/28572817/development-of-a-novel-motor-imagery-control-technique-and-application-in-a-gaming-environment
#18
Ting Li, Jinhua Zhang, Tao Xue, Baozeng Wang
We present a methodology for a hybrid brain-computer interface (BCI) system, with the recognition of motor imagery (MI) based on EEG and blink EOG signals. We tested the BCI system in a 3D Tetris and an analogous 2D game playing environment. To enhance player's BCI control ability, the study focused on feature extraction from EEG and control strategy supporting Game-BCI system operation. We compared the numerical differences between spatial features extracted with common spatial pattern (CSP) and the proposed multifeature extraction...
2017: Computational Intelligence and Neuroscience
https://www.readbyqxmd.com/read/28564622/suitability-of-functional-evaluation-embedded-in-serious-game-rehabilitation-exercises-to-assess-motor-development-across-lifespan
#19
B Bonnechère, V Sholukha, L Omelina, M Van Vooren, B Jansen, S Van Sint Jan
The aim of this study was to determine if the results of activities performed using specially developed serious games for physical rehabilitation could be used as an indicator of the natural maturation and decline of motor control in healthy participants. Eighty-one participants (19 children (5-15 years old), 40 adults (18-65 years old) and 22 aged subjects (60-88 years old) participated in this study. Motions performed were recorded using the Kinect sensor. Three different exercises embedded in the games were used to assess upper limb, trunk and lower limb control...
May 25, 2017: Gait & Posture
https://www.readbyqxmd.com/read/28562624/application-of-a-single-flicker-online-ssvep-bci-for-spatial-navigation
#20
Jingjing Chen, Dan Zhang, Andreas K Engel, Qin Gong, Alexander Maye
A promising approach for brain-computer interfaces (BCIs) employs the steady-state visual evoked potential (SSVEP) for extracting control information. Main advantages of these SSVEP BCIs are a simple and low-cost setup, little effort to adjust the system parameters to the user and comparatively high information transfer rates (ITR). However, traditional frequency-coded SSVEP BCIs require the user to gaze directly at the selected flicker stimulus, which is liable to cause fatigue or even photic epileptic seizures...
2017: PloS One
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