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https://www.readbyqxmd.com/read/28227603/data-fusion-of-multiple-kinect-sensors-for-a-rehabilitation-system
#1
Huibin Du, Yiwen Zhao, Jianda Han, Zheng Wang, Guoli Song, Huibin Du, Yiwen Zhao, Jianda Han, Zheng Wang, Guoli Song, Guoli Song, Yiwen Zhao, Huibin Du, Jianda Han, Zheng Wang
Kinect-like depth sensors have been widely used in rehabilitation systems. However, single depth sensor processes limb-blocking, data loss or data error poorly, making it less reliable. This paper focus on using two Kinect sensors and data fusion method to solve these problems. First, two Kinect sensors capture the motion data of the healthy arm of the hemiplegic patient; Second, merge the data using the method of Set-Membership-Filter (SMF); Then, mirror this motion data by the Middle-Plane; In the end, control the wearable robotic arm driving the patient's paralytic arm so that the patient can interactively and initiatively complete a variety of recovery actions prompted by computer with 3D animation games...
August 2016: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/28226434/an-exergame-system-based-on-force-platforms-and-body-key-point-detection-for-balance-training
#2
Marcos D Lavarda, Pedro A de Borba, Matheus R Oliveira, Gustavo B Borba, Mauren A de Souza, Humberto R Gamba, Marcos D Lavarda, Pedro A de Borba, Matheus R Oliveira, Gustavo B Borba, Mauren A de Souza, Humberto R Gamba, Gustavo B Borba, Mauren A de Souza, Marcos D Lavarda, Matheus R Oliveira, Pedro A De Borba, Humberto R Gamba
Postural instability affects a large number of people and can compromise even simple activities of the daily routine. Therapies for balance training can strongly benefit from auxiliary devices specially designed for this purpose. In this paper, we present a system for balance training that uses the metaphor of a game, what contributes to the motivation and engagement of the patients during a treatment. Such approach is usually named exergame, in which input devices for posturographic assessment and a visual output perform the interaction with the subject...
August 2016: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/28224133/dataset-on-the-learning-performance-of-ecdl-digital-skills-of-undergraduate-students-for-comparing-educational-gaming-gamification-and-social-networking
#3
Luis de-Marcos, Eva García-López, Antonio García-Cabot
This paper reports data about the learning performance of students using four different motivational tools: an educational game, a gamified plugin, a social networking website and a gamified social networking website. It also reports a control group. The data pertain to 379 students of an undergraduate course that covers basic Information and Communication Technology (ICT) skills in Spain. Data corresponds to different learning modules of the European Computer Driving License (ECDL) initiative. The data include variables of four pre-test scores, four post-test scores and a final examination...
April 2017: Data in Brief
https://www.readbyqxmd.com/read/28222576/may-a-unitary-autonomic-index-help-assess-autonomic-cardiac-regulation-in-elite-athletes-preliminary-observations-on-the-national-italian-olympic-committee-team
#4
Roberto Sala, Mara Malacarne, Fabio Tosi, Manuela Benzi, Nadia Solaro, Stefano Tamorri, Antonio Spataro, Massimo Pagani, Daniela Lucini
BACKGROUND: Long term endurance training, as occurring in elite athletes, is associated to cardiac neural remodeling in favor of cardioprotective vagal mechanisms, resulting in resting bradycardia and augmented contribution of cardiac parasympathetic nerve activity. Autonomic assessment can be performed by way of Heart Rate Variability. This technique however provides multiple indices, and there is not yet complete agreement on their specific significance. Purpose of the study was to assess whether a rank transformation and radar plot could provide a unitary autonomic index, capable to show a correlation between intensity of individual work and quality of autonomic regulation...
February 21, 2017: Journal of Sports Medicine and Physical Fitness
https://www.readbyqxmd.com/read/28220928/malt-combined-motor-and-language-therapy-tool-for-brain-injury-patients-using-kinect
#5
Maitreyee Wairagkar, Rachel McCrindle, Holly Robson, Lotte Meteyard, Malcom Sperrin, Andy Smith, Moyra Pugh
BACKGROUND: The functional connectivity and structural proximity of elements of the language and motor systems result in frequent co-morbidity post brain injury. Although rehabilitation services are becoming increasingly multidisciplinary and "integrated", treatment for language and motor functions often occurs in isolation. Thus, behavioural therapies which promote neural reorganisation do not reflect the high intersystem connectivity of the neurologically intact brain. As such, there is a pressing need for rehabilitation tools which better reflect and target the impaired cognitive networks...
February 21, 2017: Methods of Information in Medicine
https://www.readbyqxmd.com/read/28215265/intrinsic-and-extrinsic-predictors-of-video-gaming-behaviour-and-adolescent-bedtimes-the-relationship-between-flow-states-self-perceived-risk-taking-device-accessibility-parental-regulation-of-media-and-bedtime
#6
Lisa J Smith, Michael Gradisar, Daniel L King, Michelle Short
How computer games affect the time at which adolescents go to bed is of growing research interest; however, the intrinsic individual and extrinsic sociocultural factors mediating the relationship between gaming and sleep have received minimal attention. This paper investigates how gaming duration mediates the relationship between intrinsic factors (perception of risky events and flow) and extrinsic factors (parental regulation and media accessibility) and adolescent bedtime. Adolescents (N = 422; age = 16...
February 2017: Sleep Medicine
https://www.readbyqxmd.com/read/28209344/a-mathematical-view-for-ordinary-differential-equation-models-comment-on-epigenetic-game-theory-how-to-compute-the-epigenetic-control-of-maternal-to-zygotic-transition-by-qian-wang-et-al
#7
https://www.readbyqxmd.com/read/28208500/sign-changes-as-a-universal-concept-in-first-passage-time-calculations
#8
Wilhelm Braun, Rüdiger Thul
First-passage-time problems are ubiquitous across many fields of study, including transport processes in semiconductors and biological synapses, evolutionary game theory and percolation. Despite their prominence, first-passage-time calculations have proven to be particularly challenging. Analytical results to date have often been obtained under strong conditions, leaving most of the exploration of first-passage-time problems to direct numerical computations. Here we present an analytical approach that allows the derivation of first-passage-time distributions for the wide class of nondifferentiable Gaussian processes...
January 2017: Physical Review. E
https://www.readbyqxmd.com/read/28199069/adding-clinical-validity-to-the-statistical-power-of-large-scale-epidemiological-surveys-on-internet-addiction-in-adolescence-a-combined-approach-to-investigate-psychopathology-and-development-specific-personality-traits-associated-with-internet-addiction
#9
Kai W Müller, Michael Dreier, Eva Duven, Sebastian Giralt, Manfred E Beutel, Klaus Wölfling
OBJECTIVE: Research has indicated that internet addiction is associated with psychosocial maladjustment in adolescence. Many epidemiologic surveys are lacking representativeness, and knowledge on disorder-specific risk factors is scarce. One weakness of epidemiologic studies often regards their lack of generalizability to clinical reality. The aim of this study was to provide a detailed description of internet addiction among adolescents, focusing on its prevalence in a population-based context, psychopathological correlates, and predisposing factors...
February 14, 2017: Journal of Clinical Psychiatry
https://www.readbyqxmd.com/read/28193497/i-act-therefore-i-err-eeg-correlates-of-success-and-failure-in-a-virtual-throwing-game
#10
Boris Yazmir, Miriam Reiner
What are the neural responses to success and failure in a throwing task? To answer this question, we compared Event Related Potentials (ERPs) correlated with success and failure during a highly-ecological-virtual game. Participants played a tennis-like game in an immersive 3D virtual world, against a computer player, by controlling a virtual tennis racket with a force feedback robotic arm. Results showed that success, i.e. hitting the target, and failure, by missing the target, evoked ERP's that differ by peak, latencies, scalp signal distributions, sLORETA source estimation, and time-frequency patterns...
February 11, 2017: International Journal of Psychophysiology
https://www.readbyqxmd.com/read/28193271/demographic-correlates-of-screen-time-and-objectively-measured-sedentary-time-and-physical-activity-among-toddlers-a-cross-sectional-study
#11
Valerie Carson, Nicholas Kuzik
BACKGROUND: Determining the most important demographic correlates of sedentary behavior and physical activity will help identify the groups of children that are most in need of intervention. Little is known in regards to the demographic correlates of sedentary behavior and physical activity in toddlers (aged 12-35 months), where long-term behavioral patterns may initially be formed. Therefore, the objective of this study was to examine the associations between demographic correlates and specific types of sedentary behavior and physical activity in this age group...
February 13, 2017: BMC Public Health
https://www.readbyqxmd.com/read/28185863/offspring-mortality-was-a-determinant-factor-in-the-evolution-of-paternal-investment-in-humans-an-evolutionary-game-approach
#12
Diego López Alonso, Isabel M Ortiz-Rodríguez
Some researchers support the belief that man evolved philandering behavior because of the greater reproductive success of promiscuous males. According to this idea, deserting behavior from the man should be expected along with null paternal involvement in offspring care. Paradoxically however, the average offspring investment in the human male is far higher than that of any other male mammal, including other primates. In our work, we have addressed this conundrum by employing evolutionary game theory, using objective payoffs instead of, as are commonly used, arbitrary payoffs...
February 7, 2017: Journal of Theoretical Biology
https://www.readbyqxmd.com/read/28183689/game-based-rehabilitation-for-myoelectric-prosthesis-control
#13
Cosima Prahm, Ivan Vujaklija, Fares Kayali, Peter Purgathofer, Oskar C Aszmann
BACKGROUND: A high number of upper extremity myoelectric prosthesis users abandon their devices due to difficulties in prosthesis control and lack of motivation to train in absence of a physiotherapist. Virtual training systems, in the form of video games, provide patients with an entertaining and intuitive method for improved muscle coordination and improved overall control. Complementary to established rehabilitation protocols, it is highly beneficial for this virtual training process to start even before receiving the final prosthesis, and to be continued at home for as long as needed...
February 9, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28176449/mario-becomes-cognitive
#14
Fabian Schrodt, Jan Kneissler, Stephan Ehrenfeld, Martin V Butz
In line with Allen Newell's challenge to develop complete cognitive architectures, and motivated by a recent proposal for a unifying subsymbolic computational theory of cognition, we introduce the cognitive control architecture SEMLINCS. SEMLINCS models the development of an embodied cognitive agent that learns discrete production rule-like structures from its own, autonomously gathered, continuous sensorimotor experiences. Moreover, the agent uses the developing knowledge to plan and control environmental interactions in a versatile, goal-directed, and self-motivated manner...
February 7, 2017: Topics in Cognitive Science
https://www.readbyqxmd.com/read/28176448/intraoperative-image-navigation-experimental-study-of-the-feasibility-and-surgeon-preference-between-a-sterile-encased-nintendo-wii-tm-remote-and-standard-wireless-computer-mouse
#15
Ryan Appleby, Alex Zur Linden, William Sears
Diagnostic imaging plays an important role in the operating room, providing surgeons with a reference and surgical plan. Surgeon autonomy in the operating room has been suggested to decrease errors that stem from communication mistakes. A standard computer mouse was compared to a wireless remote-control style controller for computer game consoles (Wiimote) for the navigation of diagnostic imaging studies by sterile personnel in this prospective survey study. Participants were recruited from a cohort of residents and faculty that use the surgical suites at our institution...
February 7, 2017: Veterinary Radiology & Ultrasound
https://www.readbyqxmd.com/read/28174553/intergroup-biases-in-fear-induced-aggression
#16
Nobuhiro Mifune, Dora Simunovic, Toshio Yamagishi
Using a recently created preemptive strike game (PSG) with 176 participants, we investigated if the motivations of spite and/or fear promotes aggression that requires a small cost to the aggressor and imposes a larger cost on the opponent, and confirmed the earlier finding that fear does but spite does not promote intergroup aggression when the groups are characterized as minimal groups; additionally, the rate of intergroup aggression did not vary according to the group membership of the opponent. The PSG represents a situation in which both the motivations of spite and of fear can logically drive players to choose an option of aggression against an opponent...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28170312/problem-video-gaming-among-children-enrolled-in-tertiary-weight-management-programs
#17
Sam Stubblefield, George Datto, Thao-Ly T Phan, Lloyd N Werk, Kristin Stackpole, Robert Siegel, William Stratbucker, Jared M Tucker, Amy L Christison, Jobayer Hossain, Douglas A Gentile
Prior studies show seven percent to nine percent of children demonstrate gaming behaviors that affect a child's ability to function (e.g., problem gaming), but none have examined the association between problem gaming and weight status. The objective of this study was to determine the prevalence of problem gaming among children enrolled in tertiary weight management programs. We administered a computer-based survey to a convenience sample of children aged 11-17 years enrolled in five geographically diverse pediatric weight management (PWM) programs in the COMPASS (Childhood Obesity Multi-Program Analysis and Study System) network...
February 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28169562/does-preschool-physical-activity-and-electronic-media-use-predict-later-social-and-emotional-skills-at-6-8-years-a-cohort-study
#18
Trina Hinkley, Anna Timperio, Jo Salmon, Kylie Hesketh
BACKGROUND: Little is known about the associations of preschoolers' health behaviours with their later psychosocial wellbeing. This study investigates the association of 3-5 year-old children's physical activity and electronic media use with their later social-emotional skills (6-8 years). METHODS: Data were collected in 2008/9 and 2011/12 for the Healthy Active Preschool and Primary Years (HAPPY) Study in metropolitan Melbourne. Participants were a random sub-sample (n=108) of the 567 children at follow-up...
February 7, 2017: Journal of Physical Activity & Health
https://www.readbyqxmd.com/read/28168778/clinical-and-psychological-effects-of-excessive-screen-time-on-children
#19
REVIEW
Sophie Domingues-Montanari
Over recent years, screen time has become a more complicated concept, with an ever-expanding variety of electronic media devices available throughout the world. Television remains the predominant type of screen-based activity among children. However, computer use, video games and ownership of devices, such as tablets and smart phones, are occurring from an increasingly young age. Screen time, in particular, television viewing, has been negatively associated with the development of physical and cognitive abilities, and positively associated with obesity, sleep problems, depression and anxiety...
February 6, 2017: Journal of Paediatrics and Child Health
https://www.readbyqxmd.com/read/28168645/everything-in-moderation-moderate-use-of-screens-unassociated-with-child-behavior-problems
#20
Christopher J Ferguson
The impact of children's use of "screen" media including television and computer games, continues to be debated. The American Academy of Pediatrics (AAP) until recently recommended a relatively restrictive screen time diet of 2 h or less for most youth. A representative correlational sample of youth were assessed for links between screen time and risky behavioral outcomes. Data collection occurred in 2013 conducted by the State of Florida. Use of screens that was moderately high, in excess of the AAP's former recommendations, but not excessive (1 SD or higher than average), was not associated with delinquency, risky behaviors, sexual behaviors, substance abuse, reduced grades or mental health problems...
February 7, 2017: Psychiatric Quarterly
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