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https://www.readbyqxmd.com/read/29233173/the-importance-of-health-behaviours-in-childhood-for-the-development-of-internalizing-disorders-during-adolescence
#1
Xiu Yun Wu, Sara F L Kirk, Arto Ohinmaa, Paul J Veugelers
BACKGROUND: Poor mental health constitutes a considerable global public health burden with approximately half of all cases of poor mental health having their onset before the age of 14 years. The identification of modifiable risk factors early in life is therefore essential to prevention, however, there are presently very few longitudinal studies on health behaviours for mental health to inform public health decision makers and to justify preventive action. We examined the importance of diet quality, physical activity (PA) and sedentary behaviours in childhood for internalizing disorder throughout adolescence...
December 12, 2017: BMC Psychology
https://www.readbyqxmd.com/read/29230349/reinforcing-value-of-caffeinated-and-noncaffeinated-beverages-after-acute-exposure-in-children-and-adolescents
#2
Jennifer L Temple, Amanda M Ziegler, Adam M Graczyk, Amanda K Crandall
Background: When caffeine is added to beverages, it increases beverage liking and the relative reinforcing value (RRV) of these beverages after repeated exposure. The purpose of this study was to test the hypothesis that a single acute exposure to caffeine increases liking and motivation to consume sugar-sweetened beverages (SSBs) relative to placebo. Methods: Participants were children ages 8-9 years (n = 36) and adolescents ages 15-17 years (n = 41) with an approximately equal number of boys and girls...
December 1, 2017: Journal of Caffeine Research
https://www.readbyqxmd.com/read/29221762/continuous-infusion-of-cilengitide-plus-chemoradiotherapy-for-patients-with-stage-iii-non-small-cell-lung-cancer-a-phase-i-study
#3
Carole Massabeau, Jonathan Khalifa, Thomas Filleron, Anouchka Modesto, Laurence Bigay-Gamé, Gavin Plat, Lawrence Dierickx, Richard Aziza, Isabelle Rouquette, Carlos Gomez-Roca, Muriel Mounier, Jean-Pierre Delord, Christine Toulas, Pascale Olivier, Etienne Chatelut, Julien Mazières, Elizabeth Cohen-Jonathan Moyal
INTRODUCTION: Because of our previous preclinical results, we conducted a phase I study associating the specific αvβ3/αvβ5 integrin inhibitor cilengitide, given as a continuous infusion, with exclusive chemoradiotherapy for patients with stage III non-small-cell lung cancer. PATIENTS AND METHODS: A standard 3+3 dose escalation design was used. Cilengitide was given as a continuous infusion (dose levels of 12, 18, 27, and 40 mg/h), starting 2 weeks before and continuing for the whole course of chemoradiotherapy (66 Gy combined with platinum/vinorelbine), and then at a dose of 2000 mg twice weekly in association with chemotherapy...
November 21, 2017: Clinical Lung Cancer
https://www.readbyqxmd.com/read/29211758/rubus-a-compiler-for-seamless-and-extensible-parallelism
#4
Muhammad Adnan, Faisal Aslam, Zubair Nawaz, Syed Mansoor Sarwar
Nowadays, a typical processor may have multiple processing cores on a single chip. Furthermore, a special purpose processing unit called Graphic Processing Unit (GPU), originally designed for 2D/3D games, is now available for general purpose use in computers and mobile devices. However, the traditional programming languages which were designed to work with machines having single core CPUs, cannot utilize the parallelism available on multi-core processors efficiently. Therefore, to exploit the extraordinary processing power of multi-core processors, researchers are working on new tools and techniques to facilitate parallel programming...
2017: PloS One
https://www.readbyqxmd.com/read/29209363/a-new-approach-for-mobile-advertising-click-through-rate-estimation-based-on-deep-belief-nets
#5
Jie-Hao Chen, Zi-Qian Zhao, Ji-Yun Shi, Chong Zhao
In recent years, with the rapid development of mobile Internet and its business applications, mobile advertising Click-Through Rate (CTR) estimation has become a hot research direction in the field of computational advertising, which is used to achieve accurate advertisement delivery for the best benefits in the three-side game between media, advertisers, and audiences. Current research on the estimation of CTR mainly uses the methods and models of machine learning, such as linear model or recommendation algorithms...
2017: Computational Intelligence and Neuroscience
https://www.readbyqxmd.com/read/29208017/a-multisession-evaluation-of-an-adaptive-competitive-arm-rehabilitation-game
#6
Maja Goršič, Imre Cikajlo, Nika Goljar, Domen Novak
BACKGROUND: People with neurological injuries such as stroke should exercise frequently and intensely to regain their motor abilities, but are generally hindered by lack of motivation. One way to increase motivation in rehabilitation is through competitive exercises, but such exercises have only been tested in single brief sessions and usually did not adapt difficulty to the patient's abilities. METHODS: We designed a competitive arm rehabilitation game for two players that dynamically adapts its difficulty to both players' abilities...
December 6, 2017: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/29207564/obstacle-detection-as-a-safety-alert-in-augmented-reality-models-by-the-use-of-deep-learning-techniques
#7
Dawid Połap, Karolina Kęsik, Kamil Książek, Marcin Woźniak
Augmented reality (AR) is becoming increasingly popular due to its numerous applications. This is especially evident in games, medicine, education, and other areas that support our everyday activities. Moreover, this kind of computer system not only improves our vision and our perception of the world that surrounds us, but also adds additional elements, modifies existing ones, and gives additional guidance. In this article, we focus on interpreting a reality-based real-time environment evaluation for informing the user about impending obstacles...
December 4, 2017: Sensors
https://www.readbyqxmd.com/read/29206183/gaming-device-usage-patterns-predict-internet-gaming-disorder-comparison-across-different-gaming-device-usage-patterns
#8
Soo-Hyun Paik, Hyun Cho, Ji-Won Chun, Jo-Eun Jeong, Dai-Jin Kim
Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games...
December 5, 2017: International Journal of Environmental Research and Public Health
https://www.readbyqxmd.com/read/29202643/factor-structure-of-responses-to-the-portuguese-version-of-questions-about-screen-time-based-sedentary-behavior-among-adolescents
#9
Diego Augusto Santos Silva, Katie E Gunnell, Mark Stephen Tremblay
BACKGROUND: This study aimed to examine the factor structure of responses to the Portuguese version of questions related to screen time-based sedentary behavior among adolescents. METHODS: This cross-sectional study with a sample of 1083 adolescents aged 14-19 years was conducted in Brazil. The sample was randomly divided into 2 groups for an exploratory factor analysis and for a confirmatory factor analysis. Screen time was investigated by a Portuguese version of questions about time sitting in front of television, computer, and video games on weekdays and weekends...
December 4, 2017: Journal of Physical Activity & Health
https://www.readbyqxmd.com/read/29195316/computing-aggregate-properties-of-preimages-for-2d-cellular-automata
#10
Randall D Beer
Computing properties of the set of precursors of a given configuration is a common problem underlying many important questions about cellular automata. Unfortunately, such computations quickly become intractable in dimension greater than one. This paper presents an algorithm-incremental aggregation-that can compute aggregate properties of the set of precursors exponentially faster than naïve approaches. The incremental aggregation algorithm is demonstrated on two problems from the two-dimensional binary Game of Life cellular automaton: precursor count distributions and higher-order mean field theory coefficients...
November 2017: Chaos
https://www.readbyqxmd.com/read/29190753/children-and-young-people-s-perceptions-of-energy-drinks-a-qualitative-study
#11
Shelina Visram, Stephen J Crossley, Mandy Cheetham, Amelia Lake
BACKGROUND: Consumption of soft drinks is declining in many countries, yet energy drink sales continue to increase, particularly amongst young consumers. Little is currently known about the drivers behind these trends. Energy drinks are high in sugar and caffeine, and evidence indicates that regular or heavy use by under 18s is likely to be detrimental to health. This study aimed to explore children and young people's attitudes and perceptions in relation to energy drinks in a UK context...
2017: PloS One
https://www.readbyqxmd.com/read/29184580/the-impact-of-an-interactive-computer-game-on-the-quality-of-life-of-children-undergoing-chemotherapy
#12
Zahra Fazelniya, Mostafa Najafi, Alireza Moafi, Sedigheh Talakoub
Background: Quality of life (QOL) of children with cancer reduces right from the diagnosis of disease and the start of treatment. Computer games in medicine are utilized to interact with patients and to improve their health-related behaviors. This study aimed to investigate the effect of an interactive computer game on the QOL of children undergoing chemotherapy. Materials and Methods: In this clinical trial, 64 children with cancer aged between 8 and12 years were selected through convenience sampling and randomly assigned to experimental or control group...
November 2017: Iranian Journal of Nursing and Midwifery Research
https://www.readbyqxmd.com/read/29177445/do-sleeping-habits-mediate-the-association-between-time-spent-on-digital-devices-and-school-problems-in-adolescence
#13
Daniela Husarova, Lukas Blinka, Andrea Madarasova Geckova, Jan Sirucek, Jitse P van Dijk, Sijmen A Reijneveld
Background: This study examined the associations of Internet and computer screen time with school difficulties and the role of sleep quality and soft and energy drinks consumption. Methods: We used data from the cross-sectional Health Behaviour in School-aged Children study collected in 2014 among Slovak adolescents (aged 11.0-15.9 years, N = 7595, 48.1% boys). We examined the inter-relations between time spent with on digital devices (time spent playing digital games or Internet use), sleeping quality (sleeping shortage, sleeping difficulties), soft/energy drinks consumption and school problems (low academic achievement, disliking school, being pressured by schoolwork and truancy), using structural equation modeling...
November 21, 2017: European Journal of Public Health
https://www.readbyqxmd.com/read/29175812/the-role-of-transfer-in-designing-games-and-simulations-for-health-systematic-review
#14
REVIEW
Derek A Kuipers, Gijs Terlouw, Bard O Wartena, Job Tb van 't Veer, Jelle T Prins, Jean Pierre En Pierie
BACKGROUND: The usefulness and importance of serious games and simulations in learning and behavior change for health and health-related issues are widely recognized. Studies have addressed games and simulations as interventions, mostly in comparison with their analog counterparts. Numerous complex design choices have to be made with serious games and simulations for health, including choices that directly contribute to the effects of the intervention. One of these decisions is the way an intervention is expected to lead to desirable transfer effects...
November 24, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/29175206/stochastic-simulation-of-multiscale-complex-systems-with-piskas-a-rule-based-approach
#15
Tomas Perez-Acle, Ignacio Fuenzalida, Alberto J M Martin, Rodrigo Santibañez, Rodrigo Avaria, Alejandro Bernardin, Alvaro M Bustos, Daniel Garrido, Jonathan Dushoff, James H Liu
Computational simulation is a widely employed methodology to study the dynamic behavior of complex systems. Although common approaches are based either on ordinary differential equations or stochastic differential equations, these techniques make several assumptions which, when it comes to biological processes, could often lead to unrealistic models. Among others, model approaches based on differential equations entangle kinetics and causality, failing when complexity increases, separating knowledge from models, and assuming that the average behavior of the population encompasses any individual deviation...
November 21, 2017: Biochemical and Biophysical Research Communications
https://www.readbyqxmd.com/read/29174875/insights-into-aspects-behind-internet-related-disorders-in-adolescents-the-interplay-of-personality-and-symptoms-of-adjustment-disorders
#16
Kai W Müller, Klaus Wölfling, Manfred E Beutel, Birgit Stark, Oliver Quiring, Stefan Aufenanger, Christian Schemer, Mathias Weber, Leonard Reinecke
PURPOSE: Problematic Internet use (PIU) that has recently been referred to as Internet-related disorder is a growing health concern. Yet, it is unclear why some adolescents are developing problematic use, whereas others sustain control. Based on previous research, we hypothesize that personality traits (low conscientiousness and high neuroticism) act as predispositions for PIU. We further hypothesize that PIU can be understood as a maladaptive reaction toward critical life events and that these maladaptive reactions are exacerbated by dysfunctional personality traits...
November 22, 2017: Journal of Adolescent Health: Official Publication of the Society for Adolescent Medicine
https://www.readbyqxmd.com/read/29173102/mokey-a-versatile-exergame-creator-for-everyday-usage
#17
Martina Eckert, Marcos López, Carlos Lázaro, Juan Meneses
Currently, virtual applications for physical exercises are highly appreciated as rehabilitation instruments. This paper presents a middleware called "MoKey" (Motion Keyboard), which converts standard off-the-shelf software into exergames (exercise games). A configurable set of gestures, captured by a motion capture camera, is translated into the key strokes required by the chosen software. The present study assessed the tool regarding usability and viability on a heterogeneous group of 11 participants, aged 5-51, with moderate to severe disabilities, and mostly bound to a wheelchair...
November 27, 2017: Assistive Technology: the Official Journal of RESNA
https://www.readbyqxmd.com/read/29172915/sedentary-behavior-psychosocial-stress-indicators-and-health-risk-behaviors-among-adolescents-in-northeastern-brazil
#18
Fabiana Medeiros de Almeida Silva, Aldemir Smith Menezes
OBJECTIVES: To analyze psychosocial stress indicators and health-risk behaviors associated with sedentary behavior. METHODS: This is a cross-sectional school-based study with a representative sample of high school students enrolled in public state schools of Sergipe, Brazil, with the sample composed of 3992 adolescents aged 14-19 years. Data were collected through self-administered questionnaire. The time spent in activities, such as watching television, playing computer games, chatting with friends, and playing cards or dominoes, was used as a measure of sedentary behavior (>2 h/d = exposed)...
November 27, 2017: Journal of Physical Activity & Health
https://www.readbyqxmd.com/read/29172038/musculoskeletal-pain-and-musculoskeletal-syndromes-in-adolescents-are-related-to-electronic-devices
#19
Lígia Bruni Queiroz, Benito Lourenço, Luiz Eduardo Vargas Silva, Daniela Mencaroni Rodrigues Lourenço, Clovis Artur Silva
OBJECTIVE: To evaluate television and simultaneous electronic devices use in adolescents with musculoskeletal pain and musculoskeletal pain syndromes. METHODS: A cross-sectional study was performed in 299 healthy adolescents of a private school. All students completed a self-administered questionnaire, including: demographic data, physical activities, musculoskeletal pain symptoms, and use of simultaneous television/electronic devices (computer, internet, electronic games, and cell phones)...
November 21, 2017: Jornal de Pediatria
https://www.readbyqxmd.com/read/29166250/differences-by-sex-in-association-of-mental-health-with-video-gaming-or-other-nonacademic-computer-use-among-us-adolescents
#20
Hogan H Lee, Jung Hye Sung, Ji-Young Lee, Jae Eun Lee
INTRODUCTION: Although numerous studies have examined the association between playing video games and cognitive skills, aggression, and depression, few studies have examined how these associations differ by sex. The objective of our study was to determine differences by sex in association between video gaming or other nonacademic computer use and depressive symptoms, suicidal behavior, and being bullied among adolescents in the United States. METHODS: We used data from the 2015 Youth Risk Behavior Survey on 15,624 US high school students...
November 22, 2017: Preventing Chronic Disease
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