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https://www.readbyqxmd.com/read/28443047/synchrony-in-joint-action-is-directed-by-each-participant-s-motor-control-system
#1
Lior Noy, Netta Weiser, Jason Friedman
In this work, we ask how the probability of achieving synchrony in joint action is affected by the choice of motion parameters of each individual. We use the mirror game paradigm to study how changes in leader's motion parameters, specifically frequency and peak velocity, affect the probability of entering the state of co-confidence (CC) motion: a dyadic state of synchronized, smooth and co-predictive motions. In order to systematically study this question, we used a one-person version of the mirror game, where the participant mirrored piece-wise rhythmic movements produced by a computer on a graphics tablet...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28436914/a-time-variant-log-linear-learning-approach-to-the-set-k-cover-problem-in-wireless-sensor-networks
#2
Changhao Sun
Toward the global optimality of the SET K-COVER problem in wireless sensor networks, we view each sensor node as a rational player and propose a time variant log-linear learning algorithm (TVLLA) that relies on local information only. By defining the local utility as the normalized area covered by one node alone, we formulate the problem as a spatial potential game. The resulting optimal Nash equilibria correspond to the optimal partition. Such equilibria are obtained by designing a time varying parameter β that approaches infinity with time...
April 19, 2017: IEEE Transactions on Cybernetics
https://www.readbyqxmd.com/read/28434585/translating-dynamic-defense-patterns-from-rodents-to-people
#3
REVIEW
D Caroline Blanchard
Specific defensive behaviors of rodents are shaped by features of the eliciting threat stimuli and situation. Threat scenarios confirmed these relationships in people, with results substantially replicated in 4 additional scenario studies. Subsequent human studies involve computer games measuring fear as flight from threat stimuli and anxiety as alternation between two threats. Stabilometric studies have shown reduction in sway (freezing) to inescapable (e.g. with gun pointed at subject) threatening photographs; but enhanced lateral sway (flight attempts) to escapable threats; (gun pointed away from subject)...
May 2017: Neuroscience and Biobehavioral Reviews
https://www.readbyqxmd.com/read/28430156/zero-sum-matrix-game-with-payoffs-of-dempster-shafer-belief-structures-and-its-applications-on-sensors
#4
Xinyang Deng, Wen Jiang, Jiandong Zhang
The zero-sum matrix game is one of the most classic game models, and it is widely used in many scientific and engineering fields. In the real world, due to the complexity of the decision-making environment, sometimes the payoffs received by players may be inexact or uncertain, which requires that the model of matrix games has the ability to represent and deal with imprecise payoffs. To meet such a requirement, this paper develops a zero-sum matrix game model with Dempster-Shafer belief structure payoffs, which effectively represents the ambiguity involved in payoffs of a game...
April 21, 2017: Sensors
https://www.readbyqxmd.com/read/28421945/post-traumatic-stress-symptoms-relieved-by-playing-computer-game
#5
(no author information available yet)
Playing the computer game Tetris can prevent post-traumatic stress symptoms, researchers have found.
April 19, 2017: Nursing Standard
https://www.readbyqxmd.com/read/28420786/memory-n-strategies-of-direct-reciprocity
#6
Christian Hilbe, Luis A Martinez-Vaquero, Krishnendu Chatterjee, Martin A Nowak
Humans routinely use conditionally cooperative strategies when interacting in repeated social dilemmas. They are more likely to cooperate if others cooperated before, and are ready to retaliate if others defected. To capture the emergence of reciprocity, most previous models consider subjects who can only choose from a restricted set of representative strategies, or who react to the outcome of the very last round only. As players memorize more rounds, the dimension of the strategy space increases exponentially...
April 18, 2017: Proceedings of the National Academy of Sciences of the United States of America
https://www.readbyqxmd.com/read/28420114/fuzzy-system-based-target-selection-for-a-nir-camera-based-gaze-tracker
#7
Rizwan Ali Naqvi, Muhammad Arsalan, Kang Ryoung Park
Gaze-based interaction (GBI) techniques have been a popular subject of research in the last few decades. Among other applications, GBI can be used by persons with disabilities to perform everyday tasks, as a game interface, and can play a pivotal role in the human computer interface (HCI) field. While gaze tracking systems have shown high accuracy in GBI, detecting a user's gaze for target selection is a challenging problem that needs to be considered while using a gaze detection system. Past research has used the blinking of the eyes for this purpose as well as dwell time-based methods, but these techniques are either inconvenient for the user or requires a long time for target selection...
April 14, 2017: Sensors
https://www.readbyqxmd.com/read/28419682/game-theoretical-mapping-of-causal-interactions-underlying-visuo-spatial-attention-in-the-human-brain-based-on-stroke-lesions
#8
Monica N Toba, Melissa Zavaglia, Federica Rastelli, Romain Valabrégue, Pascale Pradat-Diehl, Antoni Valero-Cabré, Claus C Hilgetag
Anatomical studies conducted in neurological conditions have developed our understanding of the causal relationships between brain lesions and their clinical consequences. The analysis of lesion patterns extended across brain networks has been particularly useful in offering new insights on brain-behavior relationships. Here we applied multiperturbation Shapley value Analysis (MSA), a multivariate method based on coalitional game theory inferring causal regional contributions to specific behavioral outcomes from the characteristic functional deficits after stroke lesions...
April 17, 2017: Human Brain Mapping
https://www.readbyqxmd.com/read/28416682/computational-modeling-of-epiphany-learning
#9
Wei James Chen, Ian Krajbich
Models of reinforcement learning (RL) are prevalent in the decision-making literature, but not all behavior seems to conform to the gradual convergence that is a central feature of RL. In some cases learning seems to happen all at once. Limited prior research on these "epiphanies" has shown evidence of sudden changes in behavior, but it remains unclear how such epiphanies occur. We propose a sequential-sampling model of epiphany learning (EL) and test it using an eye-tracking experiment. In the experiment, subjects repeatedly play a strategic game that has an optimal strategy...
April 17, 2017: Proceedings of the National Academy of Sciences of the United States of America
https://www.readbyqxmd.com/read/28413945/body-machine-interface-enables-people-with-cervical-spinal-cord-injury-to-control-devices-with-available-body-movements-proof-of-concept
#10
Farnaz Abdollahi, Ali Farshchiansadegh, Camilla Pierella, Ismael Seáñez-González, Elias Thorp, Mei-Hua Lee, Rajiv Ranganathan, Jessica Pedersen, David Chen, Elliot Roth, Maura Casadio, Ferdinando Mussa-Ivaldi
This study tested the use of a customized body-machine interface (BoMI) for enhancing functional capabilities in persons with cervical spinal cord injury (cSCI). The interface allows people with cSCI to operate external devices by reorganizing their residual movements. This was a proof-of-concept phase 0 interventional nonrandomized clinical trial. Eight cSCI participants wore a custom-made garment with motion sensors placed on the shoulders. Signals derived from the sensors controlled a computer cursor. A standard algorithm extracted the combinations of sensor signals that best captured each participant's capacity for controlling a computer cursor...
May 2017: Neurorehabilitation and Neural Repair
https://www.readbyqxmd.com/read/28413187/noninvasive-fractional-flow-reserve-derived-from-coronary-computed-tomography-angiography%C3%A3-is-this-just-another-new-diagnostic-test-or-the-long-awaited-game-changer
#11
Hiromasa Otake, Charles A Taylor, Hitoshi Matsuo, Nobuhiro Tanaka, Takashi Akasaka
Despite the clinical importance of ischemia evaluation, obtaining fractional flow reserve (FFR) value has, heretofore, only been available during invasive cardiac catheterization. Although there is a clear linkage between morphology and physiology, a significant gap still exists. FFR derived from coronary computed tomography angiography (FFRCT) is a novel method of quantifying the hemodynamic significance of coronary artery stenoses by translating morphological information into hemodynamic data. Improved diagnostic performance of FFRCThas been repeatedly demonstrated in comparison with coronary computed tomography angiography alone with an invasive FFR reference standard...
April 11, 2017: Circulation Journal: Official Journal of the Japanese Circulation Society
https://www.readbyqxmd.com/read/28411334/normative-values-for-a-tablet-computer-based-application-to-assess-chromatic-contrast-sensitivity
#12
Lakshmi Bodduluri, Mei Ying Boon, Malcolm Ryan, Stephen J Dain
Tablet computer displays are amenable for the development of vision tests in a portable form. Assessing color vision using an easily accessible and portable test may help in the self-monitoring of vision-related changes in ocular/systemic conditions and assist in the early detection of disease processes. Tablet computer-based games were developed with different levels of gamification as a more portable option to assess chromatic contrast sensitivity. Game 1 was designed as a clinical version with no gaming elements...
April 14, 2017: Behavior Research Methods
https://www.readbyqxmd.com/read/28409438/emotional-intelligence-buffers-the-effect-of-physiological-arousal-on-dishonesty
#13
Andrea Pittarello, Beatrice Conte, Marta Caserotti, Sara Scrimin, Enrico Rubaltelli
We studied the emotional processes that allow people to balance two competing desires: benefitting from dishonesty and keeping a positive self-image. We recorded physiological arousal (skin conductance and heart rate) during a computer card game in which participants could cheat and fail to report a certain card when presented on the screen to avoid losing their money. We found that higher skin conductance corresponded to lower cheating rates. Importantly, emotional intelligence regulated this effect; participants with high emotional intelligence were less affected by their physiological reactions than those with low emotional intelligence...
April 13, 2017: Psychonomic Bulletin & Review
https://www.readbyqxmd.com/read/28408359/personal-communication-device-use-by-nurses-providing-in-patient-care-survey-of-prevalence-patterns-and-distraction-potential
#14
Deborah L McBride, Sandra A LeVasseur
BACKGROUND: Coincident with the proliferation of employer-provided mobile communication devices, personal communication devices, including basic and enhanced mobile phones (smartphones) and tablet computers that are owned by the user, have become ubiquitous among registered nurses working in hospitals. While there are numerous benefits of personal communication device use by nurses at work, little is known about the impact of these devices on in-patient care. OBJECTIVE: Our aim was to examine how hospital-registered nurses use their personal communication devices while doing both work-related and non‒work-related activities and to assess the impact of these devices on in-patient care...
April 13, 2017: JMIR Human Factors
https://www.readbyqxmd.com/read/28407758/school-grade-and-sex-differences-in-domain-specific-sedentary-behaviors-among-japanese-elementary-school-children-a-cross-sectional-study
#15
Kaori Ishii, Ai Shibata, Minoru Adachi, Yoshiyuki Mano, Koichiro Oka
BACKGROUND: It is vital to reduce the proportion of sedentary behavior in children. Understanding the duration and behavioral context is needed. The present study examined school-grade and sex differences in domain-specific sedentary times and concurrence with screen-time guidelines among Japanese elementary school children. METHODS: A total of 625 children (330 boys) were surveyed in 2010 and 2014. Using a questionnaire, data regarding participants' grade (first through third grades: lower grades; fourth through six grades: higher grades), sex, weight, and height were collected in addition to the time spent per day engaging in each specific sedentary behavior separately: (1) reading or listening to music, (2) TV or video viewing, (3) TV game use, (4) internet use excluding class, (5) homework, and (6) car travel...
April 13, 2017: BMC Public Health
https://www.readbyqxmd.com/read/28398237/energy-efficiency-in-public-buildings-through-context-aware-social-computing
#16
Óscar García, Ricardo S Alonso, Javier Prieto, Juan M Corchado
The challenge of promoting behavioral changes in users that leads to energy savings in public buildings has become a complex task requiring the involvement of multiple technologies. Wireless sensor networks have a great potential for the development of tools, such as serious games, that encourage acquiring good energy and healthy habits among users in the workplace. This paper presents the development of a serious game using CAFCLA, a framework that allows for integrating multiple technologies, which provide both context-awareness and social computing...
April 11, 2017: Sensors
https://www.readbyqxmd.com/read/28398175/interactive-design-of-patient-oriented-video-games-for-rehabilitation-concept-and-application
#17
Giorgia Lupinacci, Gianluca Gatti, Corrado Melegari, Saverio Fontana
PURPOSE: Serious video-games are innovative tools used to train the motor skills of subjects affected by neurological disorders. They are often developed to train a specific type of patients and the rules of the game are standardly defined. A system that allows the therapist to design highly patient-oriented video-games, without specific informatics skills, is proposed. METHOD: The system consists of one personal computer, two screens, a Kinect™ sensor and a specific software developed here for the design of the video-games...
April 11, 2017: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/28398138/examining-human-behavior-in-video-games-the-development-of-a-computational-model-to-measure-aggression
#18
Richard Lamb, Leonard Annetta, Douglas Hoston, Marina Shapiro, Benjamin Matthews
Video games with violent content have raised considerable concern in popular media and within academia. Recently, there has been considerable attention regarding the claim of the relationship between aggression and video game play. The authors of this study propose the use of a new class of tools developed via computational models to allow examination of the question of whether there is a relationship between violent video games and aggression. The purpose of this study is to computationally model and compare the General Aggression Model with the Diathesis Mode of Aggression related to the play of violent content in video games...
April 24, 2017: Social Neuroscience
https://www.readbyqxmd.com/read/28393088/data-on-graphical-representation-cgr-and-fcgr-of-bacterial-and-archaeal-species-from-two-soda-lakes
#19
Bhagwan N Rekadwad, Chandrahasya N Khobragade
In this paper, we presented the datasets generated using Chose Game representation (CGR) and Choase Game Representation of Frequencies (FCGR) of bacterial and archaeal 16S rRNA sequences. The data in the form of graphical representations was yielded with the help of ENDMEMO tool. The computational representation of these data datasets is useful for studies and interpretation of microbial sequences. Based on a technique from chaotic dynamics, the method produces a picture of any gene (DNA and RNA) sequence which displays both local and global patterns...
June 2017: Data in Brief
https://www.readbyqxmd.com/read/28391207/evaluation-of-wearable-haptic-systems-for-the-fingers-in-augmented-reality-applications
#20
Maurizio Maisto, Claudio Pacchierotti, Francesco Chinello, Gionata Salvietti, Alessandro De Luca, Domenico Prattichizzo
Although Augmented Reality (AR) has been around for almost five decades, only recently we have witnessed AR systems and applications entering in our everyday life. Representative examples of this technological revolution are the smartphone games "Pok´emon GO" and "Ingress" or the Google Translate real-time sign interpretation app. Even if AR applications are already quite compelling and widespread, users are still not able to physically interact with the computer-generated reality. In this respect, wearable haptics can provide the compelling illusion of touching the superimposed virtual objects without constraining the motion or the workspace of the user...
April 5, 2017: IEEE Transactions on Haptics
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