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https://www.readbyqxmd.com/read/28532712/photosensitivity-and-epilepsy-current-concepts-and-perspectives-a-narrative-review
#1
REVIEW
A Martins da Silva, Bárbara Leal
The authors review the influence of photic stimuli on the generation of epileptic seizures, addressing the first descriptions of the phenomenon and its subsequent exploration. Initially defined in the 1950's, links between intermittent photic stimulation (IPS) and seizures were well understood by the 1970. Since then the increasing exposure to photic stimuli associated with modern life (for instance through TVs, patterns, computer games and electronic instruments with flickering displays) has led to an increased interest in this issue...
April 5, 2017: Seizure: the Journal of the British Epilepsy Association
https://www.readbyqxmd.com/read/28528341/sociocultural-influence-on-obesity-and-lifestyle-in-children-a-study-of-daily-activities-leisure-time-behavior-motor-skills-and-weight-status
#2
Martin Hilpert, Konrad Brockmeier, Sigrid Dordel, Benjamin Koch, Verena Weiß, Nina Ferrari, Walter Tokarski, Christine Graf
BACKGROUND: Juvenile overweight is increasing, and effective preventive measures are needed. After years of arbitrarily assigning these measures disregarding socioeconomic and/or cultural differences, it has become necessary to tailor interventions more specific to these target groups. Providing data for such an intervention is the objective of this study. METHODS: Influencing variables on children's weight status, motor skills and lifestyle have been analyzed among 997 first graders (53...
May 20, 2017: Obesity Facts
https://www.readbyqxmd.com/read/28527788/taking-control-structural-and-behavioural-plasticity-in-response-to-game-based-inhibition-training-in-older-adults
#3
Simone Kühn, Robert C Lorenz, Markus Weichenberger, Maxi Becker, Marten Haesner, Julie O'Sullivan, Anika Steinert, Elisabeth Steinhagen-Thiessen, Susanne Brandhorst, Thomas Bremer, Jürgen Gallinat
While previous attempts to train self-control in humans have frequently failed, we set out to train response inhibition using computer-game elements. We trained older adults with a newly developed game-based inhibition training on a tablet for two months and compared them to an active and passive control group. Behavioural effects reflected in shorter stop signal response times that were observed only in the inhibition-training group. This was accompanied by structural growth in cortical thickness of right inferior frontal gyrus (rIFG) triangularis, a brain region that has been associated with response inhibition...
May 17, 2017: NeuroImage
https://www.readbyqxmd.com/read/28526673/the-effectiveness-of-a-computer-game-based-rehabilitation-platform-for-children-with-cerebral-palsy-protocol-for-a-randomized-clinical-trial
#4
Anuprita Kanitkar, Tony Szturm, Sanjay Parmar, Dorcas Bc Gandhi, Gina Ruth Rempel, Gayle Restall, Monika Sharma, Amitesh Narayan, Jeyaraj Pandian, Nilashri Naik, Ravi R Savadatti, Mahesh Appasaheb Kamate
BACKGROUND: It is difficult to engage young children with cerebral palsy (CP) in repetitive, tedious therapy. As such, there is a need for innovative approaches and tools to motivate these children. We developed the low-cost, computer game-based rehabilitation platform CGR that combines fine manipulation and gross movement exercises with attention and planning game activities appropriate for young children with CP. OBJECTIVE: The objective of this study is to provide evidence of the therapeutic value of CGR to improve upper extremity (UE) motor function for children with CP...
May 18, 2017: JMIR Research Protocols
https://www.readbyqxmd.com/read/28522259/assessing-the-effects-of-manual-dexterity-and-playing-computer-games-on-catheter-wire-manipulation-for-inexperienced-operators
#5
Z Alsafi, Y Hameed, P Amin, S Shamsad, U Raja, A Alsafi, M S Hamady
AIM: To investigate the effect of playing computer games and manual dexterity on catheter-wire manipulation in a mechanical aortic model. MATERIAL AND METHODS: Medical student volunteers filled in a preprocedure questionnaire assessing their exposure to computer games. Their manual dexterity was measured using a smartphone game. They were then shown a video clip demonstrating renal artery cannulation and were asked to reproduce this. All attempts were timed. Two-tailed Student's t-test was used to compare continuous data, while Fisher's exact test was used for categorical data...
May 15, 2017: Clinical Radiology
https://www.readbyqxmd.com/read/28517967/cruel-to-be-kind-factors-underlying-altruistic-efforts-to-worsen-another-person-s-mood
#6
Belén López-Pérez, Laura Howells, Michaela Gummerum
When aiming to improve another person's long-term well-being, people may choose to induce a negative emotion in that person in the short term. We labeled this form of agent-target interpersonal emotion regulation altruistic affect worsening and hypothesized that it may happen when three conditions are met: (a) The agent experiences empathic concern for the target of the affect-worsening process, (b) the negative emotion to be induced helps the target achieve a goal (e.g., anger for confrontation or fear for avoidance), and (c) there is no benefit for the agent...
May 1, 2017: Psychological Science
https://www.readbyqxmd.com/read/28513208/self-organization-of-vocabularies-under-different-interaction-orders
#7
Javier Vera
Traditionally, the formation of vocabularies has been studied by agent-based models (primarily, the naming game) in which random pairs of agents negotiate word-meaning associations at each discrete time step. This article proposes a first approximation to a novel question: To what extent is the negotiation of word-meaning associations influenced by the order in which agents interact? Automata networks provide the adequate mathematical framework to explore this question. Computer simulations suggest that on two-dimensional lattices the typical features of the formation of word-meaning associations are recovered under random schemes that update small fractions of the population at the same time; by contrast, if larger subsets of the population are updated, a periodic behavior may appear...
May 17, 2017: Artificial Life
https://www.readbyqxmd.com/read/28508817/development-of-and-adherence-to-a-computer-based-gamified-environment-designed-to-promote-health-and-wellbeing-in-older-people-with-mild-cognitive-impairment
#8
Mark Scase, Blessing Marandure, Jennie Hancox, Karl Kreiner, Sten Hanke, Johannes Kropf
BACKGROUND: The older population of Europe is increasing and there has been a corresponding increase in long term care costs. This project sought to promote active ageing by delivering tasks via a tablet computer to participants aged 65-80 with mild cognitive impairment. OBJECTIVES: An age-appropriate gamified environment was developed and adherence to this solution was assessed through an intervention. METHODS: The gamified environment was developed through focus groups...
2017: Studies in Health Technology and Informatics
https://www.readbyqxmd.com/read/28498871/towards-implementation-of-cellular-automata-in-microbial-fuel-cells
#9
Michail-Antisthenis I Tsompanas, Andrew Adamatzky, Georgios Ch Sirakoulis, John Greenman, Ioannis Ieropoulos
The Microbial Fuel Cell (MFC) is a bio-electrochemical transducer converting waste products into electricity using microbial communities. Cellular Automaton (CA) is a uniform array of finite-state machines that update their states in discrete time depending on states of their closest neighbors by the same rule. Arrays of MFCs could, in principle, act as massive-parallel computing devices with local connectivity between elementary processors. We provide a theoretical design of such a parallel processor by implementing CA in MFCs...
2017: PloS One
https://www.readbyqxmd.com/read/28495264/community-engagement-and-integrated-health-and-polio-immunisation-campaigns-in-conflict-affected-areas-of-pakistan-a-cluster-randomised-controlled-trial
#10
Muhammad Atif Habib, Sajid Soofi, Simon Cousens, Saeed Anwar, Najib Ul Haque, Imran Ahmed, Noshad Ali, Rehman Tahir, Zulfiqar A Bhutta
BACKGROUND: Pakistan faces huge challenges in eradicating polio due to widespread poliovirus transmission and security challenges. Innovative interventions are urgently needed to strengthen community buy-in, to increase the coverage of oral polio vaccine (OPV) and other routine immunisations, and to enhance immunity through the introduction of inactivated polio vaccine (IPV) in combination with OPV. We aimed to evaluate the acceptability and effect on immunisation coverage of an integrated strategy for community engagement and maternal and child health immunisation campaigns in insecure and conflict-affected polio-endemic districts of Pakistan...
June 2017: Lancet Global Health
https://www.readbyqxmd.com/read/28494014/singularity-scientific-containers-for-mobility-of-compute
#11
Gregory M Kurtzer, Vanessa Sochat, Michael W Bauer
Here we present Singularity, software developed to bring containers and reproducibility to scientific computing. Using Singularity containers, developers can work in reproducible environments of their choosing and design, and these complete environments can easily be copied and executed on other platforms. Singularity is an open source initiative that harnesses the expertise of system and software engineers and researchers alike, and integrates seamlessly into common workflows for both of these groups. As its primary use case, Singularity brings mobility of computing to both users and HPC centers, providing a secure means to capture and distribute software and compute environments...
2017: PloS One
https://www.readbyqxmd.com/read/28493924/cognitive-function-in-multiple-sclerosis-improves-with-telerehabilitation-results-from-a-randomized-controlled-trial
#12
Leigh E Charvet, Jie Yang, Michael T Shaw, Kathleen Sherman, Lamia Haider, Jianjin Xu, Lauren B Krupp
Cognitive impairment affects more than half of all individuals living with multiple sclerosis (MS). We hypothesized that training at home with an adaptive online cognitive training program would have greater cognitive benefit than ordinary computer games in cognitively-impaired adults with MS. This was a double-blind, randomized, active-placebo-controlled trial. Participants with MS were recruited through Stony Brook Medicine and randomly assigned to either the adaptive cognitive remediation (ACR) program or active control of ordinary computer games for 60 hours over 12 weeks...
2017: PloS One
https://www.readbyqxmd.com/read/28490419/development-usability-and-efficacy-of-a-serious-game-to-help-patients-learn-about-pain-management-after-surgery-an-evaluation-study
#13
Brynja Ingadottir, Katrin Blondal, David Thue, Sigridur Zoega, Ingela Thylen, Tiny Jaarsma
BACKGROUND: Postoperative pain is a persistent problem after surgery and can delay recovery and develop into chronic pain. Better patient education has been proposed to improve pain management of patients. Serious games have not been previously developed to help patients to learn how to manage their postoperative pain. OBJECTIVE: The aim of this study was to describe the development of a computer-based game for surgical patients to learn about postoperative pain management and to evaluate the usability, user experience, and efficacy of the game...
May 10, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28489067/a-study-protocol-for-applying-user-participation-and-co-learning-lessons-learned-from-the-ebalance-project
#14
Anna Cristina Åberg, Kjartan Halvorsen, Ingrid From, Åsa Bergman Bruhn, Lars Oestreicher, Anita Melander-Wikman
The eBalance project is based on the idea that serious exergames-i.e., computer gaming systems with an interface that requires physical exertion to play-that are well adapted to users, can become a substantial part of a solution to recognized problems of insufficient engagement in fall-prevention exercise and the high levels of fall-related injuries among older people. This project is carried out as a collaboration between eight older people who have an interest in balance training and met the inclusion criteria of independence in personal activities of daily living, access to and basic knowledge of a computer, four staff working with the rehabilitation of older adults, and an interdisciplinary group of six research coordinators covering the areas of geriatric care and rehabilitation, as well as information technology and computer science...
May 10, 2017: International Journal of Environmental Research and Public Health
https://www.readbyqxmd.com/read/28481970/foldit-standalone-a-video-game-derived-protein-structure-manipulation-interface-using-rosetta
#15
Robert Kleffner, Jeff Flatten, Andrew Leaver-Fay, David Baker, Justin B Siegel, Firas Khatib, Seth Cooper
Summary: Foldit Standalone is an interactive graphical interface to the Rosetta molecular modeling package. In contrast to most command-line or batch interactions with Rosetta, Foldit Standalone is designed to allow easy, real-time, direct manipulation of protein structures, while also giving access to the extensive power of Rosetta computations. Derived from the user interface of the scientific discovery game Foldit (itself based on Rosetta), Foldit Standalone has added more advanced features and removed the competitive game elements...
May 8, 2017: Bioinformatics
https://www.readbyqxmd.com/read/28480849/impact-of-internet-gambling-on-mental-and-psychological-health-of-children-of-various-ages
#16
M Khundadze, N Geladze, N Kapanadze
The aim of the study was to assess the impact of internet gambling on children's mental and physical health and find correlation between the age, duration of internet use and type of comorbidity associated with internet gambling. The study assessed 50 patients with internet gambling (35 boys, 15 girls) from 2013-2016 y. The age range was 3-15 years. 15 patients were from 3-7 y of age, 20 patients from 7-12 y and 15 - from 12-15 y of age. The core problem common for all patients were internet overuse by computer games, mobile device and other gadgets...
March 2017: Georgian Medical News
https://www.readbyqxmd.com/read/28475358/a-game-theoretical-approach-to-hacktivism-is-attack-likelihood-a-product-of-risks-and-payoffs
#17
Jessica E Bodford, Virginia S Y Kwan
The current study examines hacktivism (i.e., hacking to convey a moral, ethical, or social justice message) through a general game theoretic framework-that is, as a product of costs and benefits. Given the inherent risk of carrying out a hacktivist attack (e.g., legal action, imprisonment), it would be rational for the user to weigh these risks against perceived benefits of carrying out the attack. As such, we examined computer science students' estimations of risks, payoffs, and attack likelihood through a game theoretic design...
May 5, 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28472049/evaluation-of-a-novel-serious-game-based-assessment-tool-for-patients-with-alzheimer-s-disease
#18
Vanessa Vallejo, Patric Wyss, Luca Rampa, Andrei V Mitache, René M Müri, Urs P Mosimann, Tobias Nef
Despite growing interest in developing ecological assessment of difficulties in patients with Alzheimer's disease new methods assessing the cognitive difficulties related to functional activities are missing. To complete current evaluation, the use of Serious Games can be a promising approach as it offers the possibility to recreate a virtual environment with daily living activities and a precise and complete cognitive evaluation. The aim of the present study was to evaluate the usability and the screening potential of a new ecological tool for assessment of cognitive functions in patients with Alzheimer's disease...
2017: PloS One
https://www.readbyqxmd.com/read/28468747/using-computer-simulations-for-investigating-a-sex-education-intervention-an-exploratory-study
#19
Anastasia Eleftheriou, Seth Bullock, Cynthia A Graham, Roger Ingham
BACKGROUND: Sexually transmitted infections (STIs) are ongoing concerns. The best method for preventing the transmission of these infections is the correct and consistent use of condoms. Few studies have explored the use of games in interventions for increasing condom use by challenging the false sense of security associated with judging the presence of an STI based on attractiveness. OBJECTIVES: The primary purpose of this study was to explore the potential use of computer simulation as a serious game for sex education...
May 3, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28467004/chances-and-limitations-of-video-games-in-the-fight-against-childhood-obesity-a-systematic-review
#20
REVIEW
Isabelle Mack, Carolin Bayer, Norbert Schäffeler, Nadine Reiband, Ellen Brölz, Guido Zurstiege, Fernando Fernandez-Aranda, Caterina Gawrilow, Stephan Zipfel
OBJECTIVE AND METHOD: A systematic literature search was conducted to assess the chances and limitations of video games to combat and prevent childhood obesity. This search included studies with video or computer games targeting nutrition, physical activity and obesity for children between 7 and 15 years of age. RESULTS: The study distinguished between games that aimed to (i) improve knowledge about nutrition, eating habits and exercise; (ii) increase physical activity; or (iii) combine both approaches...
May 3, 2017: European Eating Disorders Review: the Journal of the Eating Disorders Association
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