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https://www.readbyqxmd.com/read/29691954/children-s-neural-processing-of-moral-scenarios-provides-insight-into-the-formation-and-reduction-of-in-group-biases
#1
Kimberly L Meidenbauer, Jason M Cowell, Jean Decety
Survival is dependent on sociality within groups which ensure sustenance and protection. From an early age, children show a natural tendency to sort people into groups and discriminate among them. The computations guiding evaluation of third-party behaviors are complex, requiring integration of intent, consequences, and knowledge of group affiliation. This study examined how perceiving third-party morally laden behavior influences children's likelihood to exhibit or reduce group bias. Following a minimal group paradigm assignment, young children (4-7 years) performed a moral evaluation task where group affiliations and moral actions were systematically juxtaposed, so that they were exposed to disproportionately antisocial in-group and prosocial out-group scenarios...
April 25, 2018: Developmental Science
https://www.readbyqxmd.com/read/29688115/monitoring-players-readiness-using-predicted-heart-rate-responses-to-football-drills
#2
Mathieu Lacome, Ben Simpson, Nick Broad, Martin Buchheit
PURPOSE: To examine the ability of multivariate models to predict the HR responses to some specific training drills from various GPS variables and to examine the usefulness of the difference in predicted vs actual HR responses as an index of fitness or readiness to perform. METHOD: All data were collected during one season (2016-2017) with players' soccer activity recorded using 5-Hz GPS and internal load monitored using heart rate (HR). GPS and HR data were analysed during typical small-sided games and a 4-min standardized submaximal run (12 km/h)...
April 24, 2018: International Journal of Sports Physiology and Performance
https://www.readbyqxmd.com/read/29683984/effects-of-progressive-addition-lens-wear-on-digital-work-in-pre-presbyopes
#3
Chea-Su Kee, Tsz Wing Leung, Ka-Hung Kan, Christie Hang-I Lam
SIGNIFICANCE: Growing popularity of handheld digital devices imposes significant challenges to our visual system and clinical management. This study aimed to determine the effects of lens design on parameters that may influence the refractive management of pre-presbyopic adult computer users. PURPOSE: To determine the effects of wearing conventional single-vision lenses (SVL) versus progressive addition lenses (PAL) on the working distance and refractive status...
April 20, 2018: Optometry and Vision Science: Official Publication of the American Academy of Optometry
https://www.readbyqxmd.com/read/29679703/pc-pvt-2-0-an-updated-platform-for-psychomotor-vigilance-task-testing-analysis-prediction-and-visualization
#4
Jaques Reifman, Kamal Kumar, Maxim Y Khitrov, Jianbo Liu, Sridhar Ramakrishnan
BACKGROUND: The psychomotor vigilance task (PVT) has been widely used to assess the effects of sleep deprivation on human neurobehavioral performance. To facilitate research in this field, we previously developed the PC-PVT, a freely available software system analogous to the "gold-standard" PVT-192 that, in addition to allowing for simple visual reaction time (RT) tests, also allows for near real-time PVT analysis, predictions, and visualization in a personal computer (PC)...
April 18, 2018: Journal of Neuroscience Methods
https://www.readbyqxmd.com/read/29673837/movements-of-older-adults-during-exergaming-interventions-that-are-associated-with-the-systems-framework-for-postural-control-a-systematic-review
#5
REVIEW
Robin Tahmosybayat, Katherine Baker, Alan Godfrey, Nick Caplan, Gill Barry
One in three older adults fall annually, in part due to impairments in the physiological systems that make up the postural control (PC) system. Exercise, particularly balance training, helps to prevent deterioration and even to improve outcomes in the PC system. Exergaming (exercise-gaming) is interactive computer gaming whereby an individual moves the body in response to onscreen cues in a playful format. Exergaming is an alternative method to standard practice for improving PC outcomes, which has been shown to reduce the risk of falling...
May 2018: Maturitas
https://www.readbyqxmd.com/read/29668756/on-the-security-of-consumer-wearable-devices-in-the-internet-of-things
#6
Hasan Tahir, Ruhma Tahir, Klaus McDonald-Maier
Miniaturization of computer hardware and the demand for network capable devices has resulted in the emergence of a new class of technology called wearable computing. Wearable devices have many purposes like lifestyle support, health monitoring, fitness monitoring, entertainment, industrial uses, and gaming. Wearable devices are hurriedly being marketed in an attempt to capture an emerging market. Owing to this, some devices do not adequately address the need for security. To enable virtualization and connectivity wearable devices sense and transmit data, therefore it is essential that the device, its data and the user are protected...
2018: PloS One
https://www.readbyqxmd.com/read/29667836/molecular-dynamics-simulations-are-redefining-our-view-of-peptides-interacting-with-biological-membranes
#7
Jakob P Ulmschneider, Martin B Ulmschneider
Ever since the first molecular mechanics computer simulations of biological molecules became possible, there has been the dream to study all complex biological phenomena in silico, simply bypassing the enormous experimental challenges and their associated costs. For this, two inherent requirements need to be met: First, the time scales achievable in simulations must reach up to the millisecond range and even longer. Second, the computational model must accurately reproduce what is measured experimentally. Despite some recent successes, the general consensus in the field to date has been that neither of these conditions have yet been met and that the dream will be realized, if at all, only in the distant future...
April 18, 2018: Accounts of Chemical Research
https://www.readbyqxmd.com/read/29666566/-enheduanna-a-manifesto-of-falling-live-brain-computer-cinema-performance-performer-and-audience-participation-cognition-and-emotional-engagement-using-multi-brain-bci-interaction
#8
Polina Zioga, Frank Pollick, Minhua Ma, Paul Chapman, Kristian Stefanov
The fields of neural prosthetic technologies and Brain-Computer Interfaces (BCIs) have witnessed in the past 15 years an unprecedented development, bringing together theories and methods from different scientific fields, digital media, and the arts. More in particular, artists have been amongst the pioneers of the design of relevant applications since their emergence in the 1960s, pushing the boundaries of applications in real-life contexts. With the new research, advancements, and since 2007, the new low-cost commercial-grade wireless devices, there is a new increasing number of computer games, interactive installations, and performances that involve the use of these interfaces, combining scientific, and creative methodologies...
2018: Frontiers in Neuroscience
https://www.readbyqxmd.com/read/29664347/which-melodic-universals-emerge-from-repeated-signaling-games-a-note-on-lumaca-and-baggio-2017-%C3%A2
#9
Andrea Ravignani, Tessa Verhoef
Music is a peculiar human behavior. While very common in our species, we still know very little as to why and how music emerged. For centuries, the study of music has been the sole prerogative of the humanities. Lately, however, music is being increasingly investigated by psychologists, neuroscientists, biologists, and computer scientists. One possible approach to study the origins of music is to hypothesize and empirically test the mechanisms behind this structured behavior. Recent experiments in the lab have shown how musical rhythm and melody can emerge via the process of cultural transmission...
April 17, 2018: Artificial Life
https://www.readbyqxmd.com/read/29664346/an-agent-based-model-for-the-role-of-short-term-memory-enhancement-in-the-emergence-of-grammatical-agreement
#10
Javier Vera
What is the influence of short-term memory enhancement on the emergence of grammatical agreement systems in multi-agent language games? Agreement systems suppose that at least two words share some features with each other, such as gender, number, or case. Previous work, within the multi-agent language-game framework, has recently proposed models stressing the hypothesis that the emergence of a grammatical agreement system arises from the minimization of semantic ambiguity. On the other hand, neurobiological evidence argues for the hypothesis that language evolution has mainly related to an increasing of short-term memory capacity, which has allowed the online manipulation of words and meanings participating particularly in grammatical agreement systems...
April 17, 2018: Artificial Life
https://www.readbyqxmd.com/read/29655778/self-reported-weight-and-predictors-of-missing-responses-in-youth
#11
Magaly Aceves-Martins, Ross Whitehead, Jo Inchley, Montse Giralt, Candace Currie, Rosa Solà
OBJECTIVE: The aims of the present manuscript are to analyse self-reported data on weight, including the missing data, from the 2014 Scottish Health Behaviour in School-Aged Children (HBSC) Study, and to investigate whether behavioural factors related with overweight and obesity, namely dietary habits, physical activity and sedentary behaviour, are associated with weight non-response. RESEARCH METHODS & PROCEDURES: 10839 11-, 13- and 15-year-olds participated in the cross-national 2014 Scottish HBSC Study...
February 12, 2018: Nutrition
https://www.readbyqxmd.com/read/29650484/identification-of-new-tools-to-predict-surgical-performance-of-novices-using-a-plastic-surgery-simulator
#12
Roy Kazan, Alex Viezel-Mathieu, Shantale Cyr, Thomas M Hemmerling, Samuel J Lin, Mirko S Gilardino
OBJECTIVE: To identify new tools capable of predicting surgical performance of novices on an augmentation mammoplasty simulator. The pace of technical skills acquisition varies between residents and may necessitate more time than that allotted by residency training before reaching competence. Identifying applicants with superior innate technical abilities might shorten learning curves and the time to reach competence. The objective of this study is to identify new tools that could predict surgical performance of novices on a mammoplasty simulator...
April 9, 2018: Journal of Surgical Education
https://www.readbyqxmd.com/read/29650163/developing-a-health-education-game-for-preschoolers-what-should-we-consider
#13
Arbianingsih, Yeni Rustina, Tri Krianto, Dian Ayubi
OBJECTIVE: To provide a comprehensive picture of what preschoolers prefer in computer game so that such game may be developed as a medium in health education. This is an important step to attract the children's attention so that the learning objectives from the educational game can be achieved. METHOD: This study used descriptive qualitative approach and involved seven children aged from three to six years. Purposive sampling was used to choose participants in accordance with the inclusion criteria...
February 2018: Enfermería Clínica
https://www.readbyqxmd.com/read/29642410/latent-factors-limiting-the-performance-of-semg-interfaces
#14
Sergey Lobov, Nadia Krilova, Innokentiy Kastalskiy, Victor Kazantsev, Valeri A Makarov
Recent advances in recording and real-time analysis of surface electromyographic signals (sEMG) have fostered the use of sEMG human-machine interfaces for controlling personal computers, prostheses of upper limbs, and exoskeletons among others. Despite a relatively high mean performance, sEMG-interfaces still exhibit strong variance in the fidelity of gesture recognition among different users. Here, we systematically study the latent factors determining the performance of sEMG-interfaces in synthetic tests and in an arcade game...
April 6, 2018: Sensors
https://www.readbyqxmd.com/read/29624444/the-effects-of-social-environments-on-time-spent-gaming-focusing-on-the-effects-of-communities-and-neighborhoods
#15
Tee Teng Lim, Sun Young Jung, Eunyi Kim
This study examined the impact of community and neighborhood on time spent computer gaming. Computer gaming for over 20 hours a week was set as the cutoff line for "engaged use" of computer games. For the analysis, this study analyzed data for about 1,800 subjects who participated in the Korean Children and Youth Panel Survey. The main findings are as follows: first, structural community characteristics and neighborhood social capital affected the engaged use of computer games. Second, adolescents who reside in regions with a higher divorce rate or higher residential mobility were likely to exhibit engaged use of computer games...
April 2018: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29622527/epic-allies-a-gamified-mobile-phone-app-to-improve-engagement-in-care-antiretroviral-uptake-and-adherence-among-young-men-who-have-sex-with-men-and-young-transgender-women-who-have-sex-with-men-protocol-for-a-randomized-controlled-trial
#16
Sara LeGrand, Kathryn E Muessig, Alyssa Platt, Karina Soni, Joseph R Egger, Nkechinyere Nwoko, Tobias McNulty, Lisa B Hightow-Weidman
BACKGROUND: In the United States, young men who have sex with men (YMSM) and transgender women who have sex with men (YTWSM) bear a disproportionate burden of prevalent and incident HIV infections. Once diagnosed, many YMSM and YTWSM struggle to engage in HIV care, adhere to antiretroviral therapy (ART), and achieve viral suppression. Computer-based interventions, including those focused on behavior change, are recognized as effective tools for engaging youth. OBJECTIVE: The purpose of the study described in this protocol is to evaluate the efficacy of Epic Allies, a theory-based mobile phone app that utilizes game mechanics and social networking features to improve engagement in HIV care, ART uptake, ART adherence, and viral suppression among HIV-positive YMSM and YTWSM...
April 5, 2018: JMIR Research Protocols
https://www.readbyqxmd.com/read/29614059/association-between-internet-gaming-disorder-or-pathological-video-game-use-and-comorbid-psychopathology-a-comprehensive-review
#17
REVIEW
Vega González-Bueso, Juan José Santamaría, Daniel Fernández, Laura Merino, Elena Montero, Joan Ribas
The addictive use of video games is recognized as a problem with clinical relevance and is included in international diagnostic manuals and classifications of diseases. The association between "Internet addiction" and mental health has been well documented across a range of investigations. However, a major drawback of these studies is that no controls have been placed on the type of Internet use investigated. The aim of this study is to review systematically the current literature in order to explore the association between Internet Gaming Disorder (IGD) and psychopathology...
April 3, 2018: International Journal of Environmental Research and Public Health
https://www.readbyqxmd.com/read/29602986/transferability-of-laparoscopic-skills-using-the-virtual-reality-simulator
#18
Cui Yang, Uljana Kalinitschenko, Jens R Helmert, Juergen Weitz, Christoph Reissfelder, Soeren Torge Mees
BACKGROUND: Skill transfer represents an important issue in surgical education, and is not well understood. The aim of this randomized study is to assess the transferability of surgical skills between two laparoscopic abdominal procedures using the virtual reality simulator in surgical novices. METHODS: From September 2016 to July 2017, 44 surgical novices were randomized into two groups and underwent a proficiency-based basic training consisting of five selected simulated laparoscopic tasks...
March 30, 2018: Surgical Endoscopy
https://www.readbyqxmd.com/read/29601060/revealing-neurocomputational-mechanisms-of-reinforcement-learning-and-decision-making-with-the-hbayesdm-package
#19
Woo-Young Ahn, Nathaniel Haines, Lei Zhang
Reinforcement learning and decision-making (RLDM) provide a quantitative framework and computational theories with which we can disentangle psychiatric conditions into the basic dimensions of neurocognitive functioning. RLDM offer a novel approach to assessing and potentially diagnosing psychiatric patients, and there is growing enthusiasm for both RLDM and computational psychiatry among clinical researchers. Such a framework can also provide insights into the brain substrates of particular RLDM processes, as exemplified by model-based analysis of data from functional magnetic resonance imaging (fMRI) or electroencephalography (EEG)...
October 2017: Comput Psychiatr
https://www.readbyqxmd.com/read/29599461/using-human-brain-activity-to-guide-machine-learning
#20
Ruth C Fong, Walter J Scheirer, David D Cox
Machine learning is a field of computer science that builds algorithms that learn. In many cases, machine learning algorithms are used to recreate a human ability like adding a caption to a photo, driving a car, or playing a game. While the human brain has long served as a source of inspiration for machine learning, little effort has been made to directly use data collected from working brains as a guide for machine learning algorithms. Here we demonstrate a new paradigm of "neurally-weighted" machine learning, which takes fMRI measurements of human brain activity from subjects viewing images, and infuses these data into the training process of an object recognition learning algorithm to make it more consistent with the human brain...
March 29, 2018: Scientific Reports
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