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https://www.readbyqxmd.com/read/29927936/solving-the-rna-design-problem-with-reinforcement-learning
#1
Peter Eastman, Jade Shi, Bharath Ramsundar, Vijay S Pande
We use reinforcement learning to train an agent for computational RNA design: given a target secondary structure, design a sequence that folds to that structure in silico. Our agent uses a novel graph convolutional architecture allowing a single model to be applied to arbitrary target structures of any length. After training it on randomly generated targets, we test it on the Eterna100 benchmark and find it outperforms all previous algorithms. Analysis of its solutions shows it has successfully learned some advanced strategies identified by players of the game Eterna, allowing it to solve some very difficult structures...
June 21, 2018: PLoS Computational Biology
https://www.readbyqxmd.com/read/29923985/tarsal-tunnel-syndrome-caused-by-an-uncommon-ossicle-of-the-talus-a-case-report
#2
Chang Hwa Hong, Young Koo Lee, Sung Hun Won, Dhong Won Lee, Sang Il Moon, Woo Jong Kim
RATIONALE: Tarsal tunnel syndrome (TTS) is a compressive neuropathy of the posterior tibial nerve or one of its branches within the tarsal tunnel that is often caused by a variety of space-occupying lesions, such as ganglia, lipomas, varicosities, neural tumors, trauma, or systemic disease. The os sustentaculi is a small accessory bone, bridged to the posterior aspect of the sustentaculum tali by fibrocartilage. To the best of our knowledge, this is a rare case of successful treatment of TTS caused by the os sustantaculi...
June 2018: Medicine (Baltimore)
https://www.readbyqxmd.com/read/29922196/a-usability-study-of-a-serious-game-in-cognitive-rehabilitation-a-compensatory-navigation-training-in-acquired-brain-injury-patients
#3
Milan N A van der Kuil, Johanna M A Visser-Meily, Andrea W M Evers, Ineke J M van der Ham
Acquired brain injury patients often report navigation impairments. A cognitive rehabilitation therapy has been designed in the form of a serious game. The aim of the serious game is to aid patients in the development of compensatory navigation strategies by providing exercises in 3D virtual environments on their home computers. The objective of this study was to assess the usability of three critical gaming attributes: movement control in 3D virtual environments, instruction modality and feedback timing. Thirty acquired brain injury patients performed three tasks in which objective measures of usability were obtained...
2018: Frontiers in Psychology
https://www.readbyqxmd.com/read/29921164/in-season-variations-in-head-impact-exposure-among-youth-football-players
#4
Jillian E Urban, Mireille E Kelley, Mark A Espeland, Elizabeth M Davenport, Christopher T Whitlow, Alexander K Powers, Joseph A Maldjian, Joel D Stitzel
Head impact exposure (HIE) is often summarized by the total exposure measured during the season and does not indicate how the exposure was accumulated, or how it varied during the season. Therefore, the objective of this study is to compare HIE during preseason, the first and second halves of the regular season, and playoffs in a sample of youth football players (n=119, ages 9-13). Athletes were divided into one of four exposure groups based on quartiles computed from the distribution of risk-weighted cumulative exposure (RWECP)...
June 19, 2018: Journal of Neurotrauma
https://www.readbyqxmd.com/read/29914149/screen-time-physical-activity-and-self-esteem-in-children-the-ulm-birth-cohort-study
#5
Stefanie Braig, Jon Genuneit, Viola Walter, Stephanie Brandt, Martin Wabitsch, Lutz Goldbeck, Hermann Brenner, Dietrich Rothenbacher
Screen time is a central activity of children’s daily life and jeopardizes mental health. However, results appear inconclusive and are often based on small cross-sectional studies. We aimed to investigate the temporal sequence of the association between screen time and self-esteem taking into account further indirect effects through family or friendship relationship. In our population-based birth cohort study (baseline November 2000⁻November 2001, Ulm, Germany), these relationships were explored in n = 519 11- and 13-year-old children and their parents who both provided information on children’s screen time: time spent watching television or videos (TV), time spent on computers, video game consoles, mobile devices, or cell phones; so called “other screen time”, and children’s self-esteem (KINDL-R)...
June 16, 2018: International Journal of Environmental Research and Public Health
https://www.readbyqxmd.com/read/29914104/energy-aware-computation-offloading-of-iot-sensors-in-cloudlet-based-mobile-edge-computing
#6
Xiao Ma, Chuang Lin, Han Zhang, Jianwei Liu
Mobile edge computing is proposed as a promising computing paradigm to relieve the excessive burden of data centers and mobile networks, which is induced by the rapid growth of Internet of Things (IoT). This work introduces the cloud-assisted multi-cloudlet framework to provision scalable services in cloudlet-based mobile edge computing. Due to the constrained computation resources of cloudlets and limited communication resources of wireless access points (APs), IoT sensors with identical computation offloading decisions interact with each other...
June 15, 2018: Sensors
https://www.readbyqxmd.com/read/29913228/effects-of-prenatal-exposure-to-cigarettes-on-anthropometrics-energy-intake-energy-expenditure-and-screen-time-in-children
#7
Jameason D Cameron, Éric Doucet, Kristi B Adamo, Mark Walker, Alessandro Tirelli, Joel D Barnes, Kaamel Hafizi, Marisa Murray, Gary S Goldfield
BACKGROUND: Maternal prenatal smoking is associated with downstream childhood obesity. Although animal research suggests reduced resting energy expenditure (REE), decreased physical activity (PA), and increased energy intake as mechanisms, these relationships are unclear in humans. The objectives were to examine the association of prenatal maternal smoking with non-volitional energy expenditure (REE and the thermic effect of feeding [TEF]), child adiposity, energy intake, free-living PA (daily light PA (LPA), daily moderate-to-vigorous PA (MVPA), daily sedentary behavior (SB)), and screen time (television and computer/video game) in children...
June 15, 2018: Physiology & Behavior
https://www.readbyqxmd.com/read/29912957/adolescent-religious-attendance-and-spirituality-are-they-associated-with-leisure-time-choices
#8
Klara Malinakova, Andrea Madarasova Geckova, Jitse P van Dijk, Michal Kalman, Peter Tavel, Sijmen A Reijneveld
BACKGROUND: Spirituality and religious attendance (RA) have been associated with personal attitudes and values, and this may affect lifestyle. The aim of this study was to explore their association with adolescent leisure-time choices in a highly secular environment. METHODS: A nationally representative sample of adolescents (n = 4,182, 14.4±1.1 years, 48.6% boys) participated in the 2014 Health Behaviour in School-aged Children cross-sectional study. We measured RA, spirituality (adjusted shortened version of the Spiritual Well-Being Scale), excessive television, computer games, and internet use, as well as participation in organized leisure-time activities...
2018: PloS One
https://www.readbyqxmd.com/read/29912764/portela-camino-ja-mart%C3%A3-n-gonz%C3%A3-lez-s-ruiz-alcocer-j-et-al-a-random-dot-computer-video-game-improves-stereopsis-optom-vis-sci-2018-95-523-35
#9
(no author information available yet)
No abstract text is available yet for this article.
June 15, 2018: Optometry and Vision Science: Official Publication of the American Academy of Optometry
https://www.readbyqxmd.com/read/29910349/differences-among-three-measures-of-reaction-time-based-on-hand-laterality-in-individual-sports
#10
Dana Badau, Bilgehan Baydil, Adela Badau
(1) Aim: The study aimed at assessing simple-reaction, recognition and cognitive-reaction times to visual stimuli among student athletes: boxing, gymnastics, taekwondo, judo, karate and wrestling, using computer games tests. (2) Methods: Our study involved 332 students and athletes. We applied three types of computer tests to measure the dominant and non-dominant hands: the simple motor reaction time through the Human Benchmark test, the recognition time by the Hit-the-dots and the cognitive reaction time by the Trail making test part B...
May 19, 2018: Sports
https://www.readbyqxmd.com/read/29904900/examining-the-effects-of-gaming-and-guessing-on-script-concordance-test-scores
#11
Stuart Lubarsky, Valérie Dory, Sarkis Meterissian, Carole Lambert, Robert Gagnon
INTRODUCTION: In a script concordance test (SCT), examinees are asked to judge the effect of a new piece of clinical information on a proposed hypothesis. Answers are collected using a Likert-type scale (ranging from -2 to +2, with '0' indicating no effect), and compared with those of a reference panel of 'experts'. It has been argued, however, that SCT may be susceptible to the influences of gaming and guesswork. This study aims to address some of the mounting concern over the response process validity of SCT scores...
June 2018: Perspectives on Medical Education
https://www.readbyqxmd.com/read/29903294/-status-of-sedentary-activities-in-the-leisure-time-in-chinese-pupils-in-2010-2012
#12
Chao Song, Haijun Guo, Weiyan Gong, Yan Zhang, Caicui Ding, Ganyu Feng, Ailing Liu
OBJECTIVE: To describe the status of sedentary activities of the Chinese pupils in the leisure time, and to provide basic information for developing intervention strategies. METHODS: Utilizing the data of 2010-2012 China National Nutrition and Health Surveillance, using the multi-stage stratified cluster randomization sampling method, a total of 39 242 pupils on sedentary activities including watching TV, using computer, playing computer games, reading and doing homework, was analyzed...
September 2017: Wei Sheng Yan Jiu, Journal of Hygiene Research
https://www.readbyqxmd.com/read/29902162/youth-risk-behavior-surveillance-united-states-2017
#13
Laura Kann, Tim McManus, William A Harris, Shari L Shanklin, Katherine H Flint, Barbara Queen, Richard Lowry, David Chyen, Lisa Whittle, Jemekia Thornton, Connie Lim, Denise Bradford, Yoshimi Yamakawa, Michelle Leon, Nancy Brener, Kathleen A Ethier
PROBLEM: Health-risk behaviors contribute to the leading causes of morbidity and mortality among youth and adults in the United States. In addition, significant health disparities exist among demographic subgroups of youth defined by sex, race/ethnicity, and grade in school and between sexual minority and nonsexual minority youth. Population-based data on the most important health-related behaviors at the national, state, and local levels can be used to help monitor the effectiveness of public health interventions designed to protect and promote the health of youth at the national, state, and local levels...
June 15, 2018: MMWR. Surveillance Summaries: Morbidity and Mortality Weekly Report. Surveillance Summaries
https://www.readbyqxmd.com/read/29895516/physical-wellness-among-gaming-adults-cross-sectional-study
#14
James Arnaez, Georgia Frey, Donetta Cothran, Margaret Lion, Andrea Chomistek
BACKGROUND: Video and hobby gaming are immensely popular among adults; however, associations between gaming and health have primarily been investigated in children and adolescents. Furthermore, most research has focused on electronic gaming, despite traditional hobby gaming gaining prominence. OBJECTIVE: To determine whether the number of platforms used, platform preference, and gaming time are associated with obesity, physical activity, sedentary behavior, and cardiovascular risk factors in an adult gaming population...
June 12, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29895513/mobile-phone-cognitive-bias-modification-research-platform-for-substance-use-disorders-protocol-for-a-feasibility-study
#15
Melvyn Zhang, JiangBo Ying, Guo Song, Daniel Ss Fung, Helen Smith
BACKGROUND: Cognitive biases refer to automatic attentional and interpretational tendencies, which could be retained by cognitive bias modification interventions. Cristea et al and Jones et al have published reviews (in 2016 and 2017 respectively) on the effectiveness of such interventions. The advancement of technologies such as electronic health (eHealth) and mobile health (mHealth) has led to them being harnessed for the delivery of cognitive bias modification. To date, at least eight studies have demonstrated the feasibility of mobile technologies for the delivery of cognitive bias modification...
June 12, 2018: JMIR Research Protocols
https://www.readbyqxmd.com/read/29895045/-giochiamo-a-school-based-smoking-and-alcohol-prevention-program-for-children-a-pilot-randomized-field-trial-part-2
#16
G La Torre, A Sinopoli, C Sestili, V D'Egidio, O Di Bella, R A Cocchiara, I Sciarra, R Saulle, I Backhaus, A Mannocci
BACKGROUND: Young people who begin to smoke at an early age are at a higher risk of becoming occasional or regular smokers and establishing a premature dependence. It is fundamental to act as soon as possible, from very early childhood, to prevent harmful behaviors for health such as smoking and drinking alcohol. Young people must be encouraged to adopt healthy lifestyles. OBJECTIVES: The aim of the study is two-fold. First, increasing the knowledge about the negative health effects of cigarette smoking and alcohol consumption among children aged 9-10 years; and second, to introduce and reinforce life skills in order to learn how to tackle social influences that encourage children to smoke and to drink alcohol...
July 2018: Annali di Igiene: Medicina Preventiva e di Comunità
https://www.readbyqxmd.com/read/29892246/designing-for-motivation-engagement-and-wellbeing-in-digital-experience
#17
Dorian Peters, Rafael A Calvo, Richard M Ryan
Research in psychology has shown that both motivation and wellbeing are contingent on the satisfaction of certain psychological needs. Yet, despite a long-standing pursuit in human-computer interaction (HCI) for design strategies that foster sustained engagement, behavior change and wellbeing, the basic psychological needs shown to mediate these outcomes are rarely taken into account. This is possibly due to the lack of a clear model to explain these needs in the context of HCI. Herein we introduce such a model: Motivation, Engagement and Thriving in User Experience (METUX)...
2018: Frontiers in Psychology
https://www.readbyqxmd.com/read/29884601/the-rise-and-need-for-mobile-apps-for-maternal-and-child-health-care-in-china-survey-based-on-app-markets
#18
Puhong Zhang, Le Dong, Huan Chen, Yanling Chai, Jianbo Liu
BACKGROUND: Mobile health services are thriving in the field of maternal and child health in China due to expansions in the field of electronic health and the introduction of the two-child policy. There are numerous maternal and child health apps in computer stores, but the exact number of apps, number of downloads, and features of these apps is not known. OBJECTIVE: This study aimed to explore the use of maternal and child health apps in Android and iOS app stores and to describe the key functional features of the most popular apps, with the purpose of providing insight into further research and development of maternal and child health mobile health products...
June 8, 2018: JMIR MHealth and UHealth
https://www.readbyqxmd.com/read/29883547/the-time-course-of-neural-responses-to-social-versus-non-social-unfairness-in-the-ultimatum-game
#19
Mingliang Chen, Zhen Zhao, Hongxia Lai
The unfairness effects are always the hotspot within social psychology and cognitive neuroscience. However, people's neural responses to social versus non-social unfairness remain under-researched, especially about temporal features. We engaged participants in the Ultimatum Game to respond to human and computer proposers (representing social and non-social contexts respectively) and recorded their event-related potentials. The interactions elicited three components of interest: medial frontal negativity (MFN), late positive potential (LPP) and response related negativity (RRN)...
June 8, 2018: Social Neuroscience
https://www.readbyqxmd.com/read/29882064/touching-proteins-with-virtual-bare-hands-visualizing-protein-drug-complexes-and-their-dynamics-in-self-made-virtual-reality-using-gaming-hardware
#20
Erick Martins Ratamero, Dom Bellini, Christopher G Dowson, Rudolf A Römer
The ability to precisely visualize the atomic geometry of the interactions between a drug and its protein target in structural models is critical in predicting the correct modifications in previously identified inhibitors to create more effective next generation drugs. It is currently common practice among medicinal chemists while attempting the above to access the information contained in three-dimensional structures by using two-dimensional projections, which can preclude disclosure of useful features. A more accessible and intuitive visualization of the three-dimensional configuration of the atomic geometry in the models can be achieved through the implementation of immersive virtual reality (VR)...
June 7, 2018: Journal of Computer-aided Molecular Design
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