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https://www.readbyqxmd.com/read/28827597/identifying-protein-complexes-in-ppi-network-using-non-cooperative-sequential-game
#1
Ujjwal Maulik, Srinka Basu, Sumanta Ray
Identifying protein complexes from protein-protein interaction (PPI) network is an important and challenging task in computational biology as it helps in better understanding of cellular mechanisms in various organisms. In this paper we propose a noncooperative sequential game based model for protein complex detection from PPI network. The key hypothesis is that protein complex formation is driven by mechanism that eventually optimizes the number of interactions within the complex leading to dense subgraph...
August 21, 2017: Scientific Reports
https://www.readbyqxmd.com/read/28819162/inter-brain-network-underlying-turn-based-cooperation-and-competition-a-hyperscanning-study-using-near-infrared-spectroscopy
#2
Tao Liu, Godai Saito, Chenhui Lin, Hirofumi Saito
The present study examined neural substrates underlying turn-based cooperation and competition in a real two-person situation. We simultaneously measured pairs of participants' activations in their bilateral frontal, temporal, and parietal regions using a 96-channel near-infrared spectroscopy (NIRS) system, when participants played a turn-taking disk-game on a computer. NIRS data demonstrated significant inter-brain neural synchronization (INS) across participant pairs' right posterior superior temporal sulcus (pSTS) in both the cooperation and competition conditions, and the competition condition also involved significant INS in the right inferior parietal lobule (IPL)...
August 17, 2017: Scientific Reports
https://www.readbyqxmd.com/read/28819155/context-conditioning-in-humans-using-commercially-available-immersive-virtual-reality
#3
Marijn C W Kroes, Joseph E Dunsmoor, Wayne E Mackey, Mason McClay, Elizabeth A Phelps
Despite a wealth of knowledge on how humans and nonhuman animals learn to associate meaningful events with cues in the environment, far less is known about how humans learn to associate these events with the environment itself. Progress on understanding spatiotemporal contextual processes in humans has been slow in large measure by the methodological constraint of generating and manipulating immersive spatial environments in well-controlled laboratory settings. Fortunately, immersive Virtual Reality (iVR) technology has improved appreciably and affords a relatively straightforward methodology to investigate the role of context on learning, memory, and emotion while maintaining experimental control...
August 17, 2017: Scientific Reports
https://www.readbyqxmd.com/read/28814780/adaptive-simulations-towards-interactive-protein-ligand-modeling
#4
Daniel Lecina, Joan F Gilabert, Victor Guallar
Modeling the dynamic nature of protein-ligand binding with atomistic simulations is one of the main challenges in computational biophysics, with important implications in the drug design process. Although in the past few years hardware and software advances have significantly revamped the use of molecular simulations, we still lack a fast and accurate ab initio description of the binding mechanism in complex systems, available only for up-to-date techniques and requiring several hours or days of heavy computation...
August 16, 2017: Scientific Reports
https://www.readbyqxmd.com/read/28814016/applying-a-soft-robotic-glove-as-assistive-device-and-training-tool-with-games-to-support-hand-function-after-stroke-preliminary-results-on-feasibility-and-potential-clinical-impact
#5
Gerdienke B Prange-Lasonder, Bob Radder, Anke I R Kottink, Alejandro Melendez-Calderon, Jaap H Buurke, Johan S Rietman
Recent technological developments regarding wearable soft-robotic devices extend beyond the current application of rehabilitation robotics and enable unobtrusive support of the arms and hands during daily activities. In this light, the HandinMind (HiM) system was developed, comprising a soft-robotic, grip supporting glove with an added computer gaming environment. The present study aims to gain first insight into the feasibility of clinical application of the HiM system and its potential impact. In order to do so, both the direct influence of the HiM system on hand function as assistive device and its therapeutic potential, of either assistive or therapeutic use, were explored...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813968/changes-in-neuromuscular-activity-during-motor-training-with-a-body-machine-interface-after-spinal-cord-injury
#6
C Pierella, A De Luca, E Tasso, F Cervetto, S Gamba, L Losio, E Quinland, A Venegoni, S Mandraccia, I Muller, A Massone, F A Mussa-Ivaldi, M Casadio
Body machine interfaces (BMIs) are used by people with severe motor disabilities to control external devices, but they also offer the opportunity to focus on rehabilitative goals. In this study we introduced in a clinical setting a BMI that was integrated by the therapists in the rehabilitative treatments of 2 spinal cord injured (SCI) subjects for 5 weeks. The BMI mapped the user's residual upper body mobility onto the two coordinates of a cursor on a screen. By controlling the cursor, the user engaged in playing computer games...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813949/monitoring-brain-potentials-to-guide-neurorehabilitation-of-tracking-impairments
#7
Boris Yazmir, Miriam Reiner
Motor impairments come in different forms. One class of motor impairments, relates to accuracy of tracking a moving object, as, for instance, when chasing in an attempt to catch it. Here we look at neural signals associated with errors in tracking, and the implications for brain-computer-interfaces that target impairment-tailored rehabilitation. As a starting point, we characterized EEG signals evoked by tracking errors during continuous natural motion, in healthy participants. Participants played a virtual 3D, ecologically valid haptic tennis game, and had to track a moving tennis ball in order to hit and send the ball towards the opponent's court...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813931/making-neurorehabilitation-fun-multiplayer-training-via-damping-forces-balancing-differences-in-skill-levels
#8
Kilian Baur, Peter Wolf, Robert Riener, Jaime E Duarte
Multiplayer environments are thought to increase the training intensity in robot-aided rehabilitation therapy after stroke. We developed a haptic-based environment to investigate the dynamics of two-player training performing time-constrained reaching movements using the ARMin rehabilitation robot. We implemented a challenge level adaptation algorithm that controlled a virtual damping coefficient to reach a desired success rate. We tested the algorithm's effectiveness in regulating the success rate during game play in a simulation with computer-controlled players, in a feasibility study with six unimpaired players, and in a single session with one stroke patient...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813863/comparison-of-kinematic-and-emg-parameters-between-unassisted-fixed-and-adaptive-stiffness-robotic-assisted-ankle-movements-in-post-stroke-subjects
#9
Juan C Perez-Ibarra, Adriano A G Siqueira
In this paper, we present an assist-as-needed scheme that effectively adapted the assistance provided by an ankle rehabilitation robot according to patient's participation and performance during therapeutic movements. We performed an error-based estimation of the ankle impedance as a valid measure of the patient participation. Then, we computed the amount of robotic assistance by three steps: normalization of the combined patient-robot stiffness, optimization of patientrobot interaction, and finally, adaptation of the level of the robotic assistance according to patient's performance while playing a serious game...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28806125/changing-avatars-changing-selves-the-influence-of-social-and-contextual-expectations-on-digital-rendition-of-identity
#10
Stefano Triberti, Ilaria Durosini, Filippo Aschieri, Daniela Villani, Giuseppe Riva
Avatar creation is an interesting topic for both video game and social network studies. Research has shown that the creation of avatars is influenced by individual, contextual, and cultural features. Avatars are used to represent aspects of users' personality, but multiple avatars are used in different virtual contexts, as self-presentation strategies may vary according to the different "audiences" to be met online (say: friends, or strangers). Moreover, avatar creation is also influenced by cultural variables, such as gender, as avatars embody stereotypical aspects of being a woman or a man...
August 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28804525/mdts-automatic-complex-materials-design-using-monte-carlo-tree-search
#11
Thaer M Dieb, Shenghong Ju, Kazuki Yoshizoe, Zhufeng Hou, Junichiro Shiomi, Koji Tsuda
Complex materials design is often represented as a black-box combinatorial optimization problem. In this paper, we present a novel python library called MDTS (Materials Design using Tree Search). Our algorithm employs a Monte Carlo tree search approach, which has shown exceptional performance in computer Go game. Unlike evolutionary algorithms that require user intervention to set parameters appropriately, MDTS has no tuning parameters and works autonomously in various problems. In comparison to a Bayesian optimization package, our algorithm showed competitive search efficiency and superior scalability...
2017: Science and Technology of Advanced Materials
https://www.readbyqxmd.com/read/28802300/media-exposure-and-parental-mediation-on-fast-food-consumption-among-children-in-metropolitan-and-suburban-indonesian
#12
May O Lwin, Shelly Malik, Hardinsyah Ridwan, Cyndy Sook Sum Au
BACKGROUND AND OBJECTIVES: Fast-food companies have been reproached for rising obesity levels due to aggressive marketing tactics targeted at children. They have countered that parents should be held responsible considering their critical role as nutritional gatekeepers. This study examined the comparative effects of media exposure and parental mediation on Indonesian children's fast food consumption and how the effects compare in the metropolitan versus suburban areas. METHODS AND STUDY DESIGN: The sample consisted of 394 child-mother pairs comprising grade three and four children and their mothers from two schools each in Jakarta and Bogor representing 40...
2017: Asia Pacific Journal of Clinical Nutrition
https://www.readbyqxmd.com/read/28797097/detection-of-communities-with-naming-game-based-methods
#13
Thais Gobet Uzun, Carlos Henrique Costa Ribeiro
Complex networks are often organized in groups or communities of agents that share the same features and/or functions, and this structural organization is built naturally with the formation of the system. In social networks, we argue that the dynamic of linguistic interactions of agreement among people can be a crucial factor in generating this community structure, given that sharing opinions with another person bounds them together, and disagreeing constantly would probably weaken the relationship. We present here a computational model of opinion exchange that uncovers the community structure of a network...
2017: PloS One
https://www.readbyqxmd.com/read/28795255/learning-the-rules-of-the-rock-paper-scissors-game-chimpanzees-versus-children
#14
Jie Gao, Yanjie Su, Masaki Tomonaga, Tetsuro Matsuzawa
The present study aimed to investigate whether chimpanzees (Pan troglodytes) could learn a transverse pattern by being trained in the rules of the rock-paper-scissors game in which "paper" beats "rock," "rock" beats "scissors," and "scissors" beats "paper." Additionally, this study compared the learning processes between chimpanzees and children. Seven chimpanzees were tested using a computer-controlled task. They were trained to choose the stronger of two options according to the game rules. The chimpanzees first engaged in the paper-rock sessions until they reached the learning criterion...
August 10, 2017: Primates; Journal of Primatology
https://www.readbyqxmd.com/read/28793368/suitability-of-asthma-education-materials-for-school-age-children-implications-for-health-literacy
#15
Yu-Fen Tzeng, Bih-Shya Gau
AIMS AND OBJECTIVES: This study investigated the suitability of asthma education materials for school-age children with asthma and elucidated how these children used their health-literacy abilities to identify whether the materials can be accepted, comprehended, and applied. BACKGROUND: Effective asthma self-management education is influenced by the suitability of materials and an individual's health literacy. DESIGN: A mixed-method research design was developed using quantitative and qualitative surveys...
August 9, 2017: Journal of Clinical Nursing
https://www.readbyqxmd.com/read/28771804/palmar-eccrine-hidradenitis-secondary-to-trauma-from-computer-gaming-in-an-adolescent-after-bone-marrow-transplantation
#16
Lynette Ying Lee, Mark Jean-Aan Koh
A 14-year-old boy who had undergone a matched sibling bone marrow transplant for acute lymphoblastic leukemia presented with painful nodules on his palms after prolonged gaming on his computer and mobile phone. Histology showed a neutrophilic inflammatory infiltrate surrounding the acrosyringium and eccrine sweat coils in the deep dermis. The lesions resolved spontaneously with conservative management.
August 2, 2017: Pediatric Dermatology
https://www.readbyqxmd.com/read/28767272/user-statistics-for-an-online-health-game-targeted-at-children
#17
Eva E Alblas, Frans Folkvord, Doeschka J Anschütz, Paul E Ketelaar, Isabela Granic, Fréderike Mensink, Moniek Buijzen, Jonathan P van 't Riet
OBJECTIVE: Given that many households in western countries nowadays have home access to the Internet, developing health-promoting online interventions has the potential to reach large audiences. Studies assessing usage data of online health interventions are important and relevant but, as of yet, scarce. The present study reviewed usage data from Monkey Do, an existing online health game developed specifically for children from 4 to 8 years old. In addition, the effect of advertising on usage was examined...
August 2, 2017: Games for Health
https://www.readbyqxmd.com/read/28760730/designing-serious-computer-games-for-people-with-moderate-and-advanced-dementia-interdisciplinary-theory-driven-pilot-study
#18
Chariklia Tziraki, Rakel Berenbaum, Daniel Gross, Judith Abikhzer, Boaz M Ben-David
BACKGROUND: The field of serious games for people with dementia (PwD) is mostly driven by game-design principals typically applied to games created by and for younger individuals. Little has been done developing serious games to help PwD maintain cognition and to support functionality. OBJECTIVES: We aimed to create a theory-based serious game for PwD, with input from a multi-disciplinary team familiar with aging, dementia, and gaming theory, as well as direct input from end users (the iterative process)...
July 31, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28749355/hardware-accelerator-for-the-multifractal-analysis-of-dna-sequences
#19
Jorge E Duarte-Sanchez, Jaime Velasco-Medina, Pedro A Moreno
The multifractal analysis has allowed to quantify the genetic variability and non-linear stability along the human genome sequence. It has some implications in explaining several genetic diseases given by some chromosome abnormalities, among other genetic particularities. The multifractal analysis of a genome is carried out by dividing the complete DNA sequence in smaller fragments and calculating the generalized dimension spectrum of each fragment using the chaos game representation and the box-counting method...
July 24, 2017: IEEE/ACM Transactions on Computational Biology and Bioinformatics
https://www.readbyqxmd.com/read/28740440/haphop-physio-a-computer-game-to-support-cognitive-therapies-in-children
#20
Carolina Rico-Olarte, Diego M López, Santiago Narváez, Charic D Farinango, Peter S Pharow
BACKGROUND: Care and support of children with physical or mental disabilities are accompanied with serious concerns for parents, families, healthcare institutions, schools, and their communities. Recent studies and technological innovations have demonstrated the feasibility of providing therapy and rehabilitation services to children supported by computer games. OBJECTIVE: The aim of this paper is to present HapHop-Physio, an innovative computer game that combines exercise with fun and learning, developed to support cognitive therapies in children...
2017: Psychology Research and Behavior Management
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