Sample records for japanese videogame console

  1. Is enhanced physical activity possible using active videogames?

    USDA-ARS?s Scientific Manuscript database

    Our research indicated that 10– to 12-year-old children receiving two active Wii (TM)(Nintendo (R); Nintendo of America, Inc., Redmond, WA) console videogames were no more physically active than children receiving two inactive videogames. Research is needed on how active videogames may increase phys...

  2. Is Enhanced Physical Activity Possible Using Active Videogames?

    PubMed

    Baranowski, Tom; Baranowski, Janice; O'Connor, Teresia; Lu, Amy Shirong; Thompson, Debbe

    2012-06-01

    Our research indicated that 10-12-year-old children receiving two active Wii ™ (Nintendo ® ; Nintendo of America, Inc., Redmond, WA) console videogames were no more physically active than children receiving two inactive videogames. Research is needed on how active videogames may increase physical activity.

  3. Is Enhanced Physical Activity Possible Using Active Videogames?

    PubMed Central

    Baranowski, Janice; O'Connor, Teresia; Lu, Amy Shirong; Thompson, Debbe

    2012-01-01

    Abstract Our research indicated that 10–12-year-old children receiving two active Wii™ (Nintendo®; Nintendo of America, Inc., Redmond, WA) console videogames were no more physically active than children receiving two inactive videogames. Research is needed on how active videogames may increase physical activity. PMID:24416640

  4. Examining Enjoyment of Casual Videogames.

    PubMed

    Shafer, Daniel M; Carbonara, Corey P

    2015-12-01

    This study investigated the processes leading to enjoyment of casual videogames on both mobile devices and console systems. Building upon a foundation in mental models theory and the psychology of play, the study focuses on how performance and experience-based variables impact enjoyment of casual videogames played on mobile devices and console devices. The grounding assumption of this research is that playing videogames produces enjoyment that contributes to mental health in the form of a brief distraction from the stress of daily life, social connections with family and friends through casual gameplay, and, in some cases, a compelling reason to engage in physical activity. A student sample of players (n=363) played a variety of casual games on mobile (iPad(®) or iPod(®) Touch(®) [Apple, Cupertino, CA]) or console (Wii™ [Nintendo, Japan], Xbox(®) 360 Kinect(®) [Microsoft, Redmond, WA], or PS3™ Move [Sony, Tokyo, Japan]) platforms. They then answered a questionnaire assessing their evaluations of the game's interactivity level, their sense of spatial presence in the game, their perception of the game's realism, and, most importantly, their enjoyment. Path analysis demonstrated the interrelationships among these variables. The results show that spatial presence is a powerful predictor of videogame enjoyment for both console- and mobile-based casual games. Patterns of prediction for games on each platform, as demonstrated using path analysis, were similar and aligned with predictions based on mental models and the psychology of play. The psychological theory of play and the mental models perspective offer firm theoretical grounds for understanding how enjoyment is wrought in the process of playing casual games. The relationships among interactivity, spatial presence, perceived reality, and enjoyment hold for games played on handheld or console devices. Furthermore, this study is one of the first to demonstrate these relationships and test them simultaneously

  5. Cardiopulmonary Response to Videogaming: Slaying Monsters Using Motion Sensor Versus Joystick Devices.

    PubMed

    Sherman, Jeffrey D; Sherman, Michael S; Heiman-Patterson, Terry

    2014-10-01

    Replacing physical activity with videogaming has been implicated in causing obesity. Studies have shown that using motion-sensing controllers with activity-promoting videogames expends energy comparable to aerobic exercise; however, effects of motion-sensing controllers have not been examined with traditional (non-exercise-promoting) videogames. We measured indirect calorimetry and heart rate in 14 subjects during rest and traditional videogaming using motion sensor and joystick controllers. Energy expenditure was higher while subjects were playing with the motion sensor (1.30±0.32 kcal/kg/hour) than with the joystick (1.07±0.26 kcal/kg/hour; P<0.01) or resting (0.91±0.24 kcal/kg/hour; P<0.01). Oxygen consumption during videogaming averaged 15.7 percent of predicted maximum for the motion sensor and 11.8 percent of maximum for the joystick. Minute ventilation was higher playing with the motion sensor (10.7±3.5 L/minute) than with the joystick (8.6±1.8 L/minute; P<0.02) or resting (6.7±1.4 L/minute; P<0.001), predominantly because of higher respiratory rates (15.2±4.3 versus 20.3±2.8 versus 20.4±4.2 beats/minute for resting, the joystick, and the motion sensor, respectively; P<0.001); tidal volume did not change significantly. Peak heart rate during gaming was 16.4 percent higher than resting (78.0±12.0) for joystick (90.1±15.0; P=0.002) and 17.4 percent higher for the motion sensor (91.6±14.1; P=0.002); mean heart rate did not differ significantly. Playing with a motion sensor burned significantly more calories than with a joystick, but the energy expended was modest. With both consoles, the increased respiratory rate without increasing tidal volume and the increased peak heart rate without increasing mean heart rate are consistent with psychological stimulation from videogaming, rather than a result of exercise. We conclude that using a motion sensor with traditional videogames does not provide adequate energy expenditure to provide

  6. Intensive strength and balance training with the Kinect console (Xbox 360) in a patient with CMT1A.

    PubMed

    Pagliano, Emanuela; Foscan, Maria; Marchi, Alessia; Corlatti, Alice; Aprile, Giorgia; Riva, Daria

    2017-08-01

    Effective drugs for type 1A Charcot-Marie-Tooth (CMT1A) disease are not available. Various forms of moderate exercise are beneficial, but few data are available on the effectiveness of exercise in CMT1A children. To investigate the feasibility and effectiveness of exercises to improve ankle strength and limb function in a child with CMT1A. Outpatient clinic. Nine-year-old boy with CMT1A. The rehabilitation program consisted of ankle exercises and Kinect videogame-directed physical activities (using an Xbox 360 console/movement sensor) that aimed to improve balance and limb strength. The program was given 3 times a week for 5 weeks. The child was assessed at baseline, after 5 weeks, and 3 and 6 months after. By the end of follow-up, child balance and endurance had improved, but ankle strength did not. The encouraging results for balance and endurance justify further studies on videogame-directed activities in CMT1A children/adolescents.

  7. In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy.

    PubMed

    Golomb, Meredith R; McDonald, Brenna C; Warden, Stuart J; Yonkman, Janell; Saykin, Andrew J; Shirley, Bridget; Huber, Meghan; Rabin, Bryan; Abdelbaky, Moustafa; Nwosu, Michelle E; Barkat-Masih, Monica; Burdea, Grigore C

    2010-01-01

    Golomb MR, McDonald BC, Warden SJ, Yonkman J, Saykin AJ, Shirley B, Huber M, Rabin B, AbdelBaky M, Nwosu ME, Barkat-Masih M, Burdea GC. In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy. To investigate whether in-home remotely monitored virtual reality videogame-based telerehabilitation in adolescents with hemiplegic cerebral palsy can improve hand function and forearm bone health, and demonstrate alterations in motor circuitry activation. A 3-month proof-of-concept pilot study. Virtual reality videogame-based rehabilitation systems were installed in the homes of 3 participants and networked via secure Internet connections to the collaborating engineering school and children's hospital. Adolescents (N=3) with severe hemiplegic cerebral palsy. Participants were asked to exercise the plegic hand 30 minutes a day, 5 days a week using a sensor glove fitted to the plegic hand and attached to a remotely monitored videogame console installed in their home. Games were custom developed, focused on finger movement, and included a screen avatar of the hand. Standardized occupational therapy assessments, remote assessment of finger range of motion (ROM) based on sensor glove readings, assessment of plegic forearm bone health with dual-energy x-ray absorptiometry (DXA) and peripheral quantitative computed tomography (pQCT), and functional magnetic resonance imaging (fMRI) of hand grip task. All 3 adolescents showed improved function of the plegic hand on occupational therapy testing, including increased ability to lift objects, and improved finger ROM based on remote measurements. The 2 adolescents who were most compliant showed improvements in radial bone mineral content and area in the plegic arm. For all 3 adolescents, fMRI during grip task contrasting the plegic and nonplegic hand showed expanded spatial extent of activation at posttreatment relative to baseline in brain motor circuitry (eg, primary motor cortex and

  8. Master Console, SMC

    NASA Technical Reports Server (NTRS)

    Paga Marrero, Hector Jose

    2013-01-01

    The Master Console oversees the function of Computer Systems in Firing room 1 (FR1). Master Console Operators, MCOs' for short, are our customer. I was integrated into the System Monitoring and Control (SMC) software team that is under the guidance of David Slaiman, who is the product group lead. I have been brought up to speed with System Monitoring and Control. The initial time spent reading SMC software design description and understanding how it works. The current Firing Room 1 Console Display is a floor layout giving the MCO two essential pieces of information which are Health and Status. When an issue arises, the MCO has to look on the display to find which console is affected and then the MCO must use the Reference designator from the display to manually search for the Portal Workstation (PWS) installed in the console using the hardware map; which is a long process to lookup a PWS if an issue is present. My project is to make the FR1 Console Display easier for the MCO's to pinpoint PWS's without having to lookup additional resources in the process. My project also includes updating Firing Room 1 Console Display to include the F1R Non-Redundant Set. The display does not have good use of space and functionality. PWS numbers were not present in the previous design and are the critical component in efficient understanding and administration of the consoles. Part of the process includes getting feedback from the customer, instead of just emailing them with a question, we made a proposal with changes so they could respond and give us their input; which proved to be an effective method for engaging them. In order to do this I had to use the Display Editor (DE) tool developed by NASA, Paint.Net and Visio. The process I have been using has been Visio to alter the floor layout of Firing Room and take advantage of the white areas, and then I take the altered floor plan into Paint.Net. Once in Paint.Net I put the new floor plan as a background to the standard console

  9. Digital Game-Based Learning (DGBL) in the L2 Classroom: The Impact of the UN's Off-the-Shelf Videogame, Food Force, on Learner Affect and Vocabulary Retention

    ERIC Educational Resources Information Center

    Hitosugi, Claire Ikumi; Schmidt, Matthew; Hayashi, Kentaro

    2014-01-01

    This mixed-method study explored the impact of "Food Force (FF)", a UN-sponsored off-the-shelf videogame, on learner affect and vocabulary learning and retention in a Japanese as a second/foreign language classroom. The videogame was integrated into an existing curriculum and two studies were performed. In Study 1 (n = 9), new vocabulary…

  10. 36. View of preset counter (PC) console and tracking console ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    36. View of preset counter (PC) console and tracking console on right, located in MWOC facility in transmitter building no. 102. - Clear Air Force Station, Ballistic Missile Early Warning System Site II, One mile west of mile marker 293.5 on Parks Highway, 5 miles southwest of Anderson, Anderson, Denali Borough, AK

  11. Comparing the da Vinci si single console and dual console in teaching novice surgeons suturing techniques.

    PubMed

    Crusco, Salvatore; Jackson, Tiffany; Advincula, Arnold

    2014-01-01

    Robot-assisted laparoscopic surgery is often taught with the surgical mentor at the surgeon console and the trainee at the patient's bedside. The da Vinci dual console (Intuitive Surgical, Sunnyvale, California) allows a surgical mentor to teach with both the mentor and the trainee working at a surgeon console simultaneously. The purpose of this study is to evaluate the effectiveness of the dual console versus the single console for teaching medical students robotic tasks. Forty novice medical students were randomized to either the da Vinci single-console or dual-console group and were taught 4 knot-tying techniques by a surgical mentor. The students were timed while performing the tasks. No statistically significant differences in mean task times were observed between the single- and dual-console groups: interrupted stitch with a 2-handed knot (300 seconds for single vs 294 seconds for dual, P=.59), interrupted stitch with a 1-handed knot (198 seconds for single vs 212 seconds for dual, P=.88), figure-of-8 stitch with a 2-handed knot (261 seconds for single vs 219 seconds for dual, P=.20), and figure-of-8 stitch with a 1-handed knot (200 seconds for single vs 199 seconds for dual, P=.53). No significant difference was observed in performance time when teaching knot-tying techniques to medical students using the da Vinci dual console compared with the single console. More research needs to be performed on the utility of the da Vinci dual console in surgical training.

  12. Comparing the da Vinci Si Single Console and Dual Console in Teaching Novice Surgeons Suturing Techniques

    PubMed Central

    Jackson, Tiffany; Advincula, Arnold

    2014-01-01

    Background and Objectives: Robot-assisted laparoscopic surgery is often taught with the surgical mentor at the surgeon console and the trainee at the patient's bedside. The da Vinci dual console (Intuitive Surgical, Sunnyvale, California) allows a surgical mentor to teach with both the mentor and the trainee working at a surgeon console simultaneously. The purpose of this study is to evaluate the effectiveness of the dual console versus the single console for teaching medical students robotic tasks. Methods: Forty novice medical students were randomized to either the da Vinci single-console or dual-console group and were taught 4 knot-tying techniques by a surgical mentor. The students were timed while performing the tasks. Results: No statistically significant differences in mean task times were observed between the single- and dual-console groups: interrupted stitch with a 2-handed knot (300 seconds for single vs 294 seconds for dual, P = .59), interrupted stitch with a 1-handed knot (198 seconds for single vs 212 seconds for dual, P = .88), figure-of-8 stitch with a 2-handed knot (261 seconds for single vs 219 seconds for dual, P = .20), and figure-of-8 stitch with a 1-handed knot (200 seconds for single vs 199 seconds for dual, P = .53). Conclusion: No significant difference was observed in performance time when teaching knot-tying techniques to medical students using the da Vinci dual console compared with the single console. More research needs to be performed on the utility of the da Vinci dual console in surgical training. PMID:25392618

  13. How Children Use Active Videogames and the Association Between Screen Time and Physical Activity.

    PubMed

    Forde, Cuisle; Hussey, Juliette

    2015-08-01

    The energy required to play active videogames (AVGs) has been reported on in the literature; however, little is known about how children use such games in their home environment. The aim of this study was to investigate children's use of AVGs and the association among AVG use, other screen-based activities, and physical activity levels. Eight hundred and twenty children 12.1 (0.6) years of age participated. Physical activity levels, sedentary screen-based activities, and AVG use were investigated. Differences across genders and deprivation indices were also analyzed. Fifty-eight percent of children met minimal physical activity guidelines. Forty-seven percent of children exceeded screen time recommendations. Of those who had access to AVGs, more children played sedentary games (or active games in a sedentary manner [68 percent]) than active games (55 percent) on AVG consoles. Furthermore, sedentary games were played for longer than active games. AVG play was positively correlated with reported time spent watching television (P=0.02). In free-living conditions AVG consoles are being used by more children and for longer durations as sedentary screen-based devices rather than active screen-based devices.

  14. The Upside of Videogame Playing.

    PubMed

    Jackson, Linda A

    2012-12-01

    In our research on the relationship between videogame playing and cognitive outcomes we found that children (n=481, 12 year olds) who played videogames more were more creative than those who played them less. Here we summarize these findings and propose new research to identify mediating cognitive factors influenced by videogame playing.

  15. Videogames and Education

    ERIC Educational Resources Information Center

    Brown, Harry J.

    2008-01-01

    Videogames challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret videogames in the context of human experience and in the field of…

  16. Pathological video-gaming among Singaporean youth.

    PubMed

    Choo, Hyekyung; Gentile, Douglas A; Sim, Timothy; Li, Dongdong; Khoo, Angeline; Liau, Albert K

    2010-11-01

    Increase in internet use and video-gaming contributes to public concern on pathological or obsessive play of video games among children and adolescents worldwide. Nevertheless, little is known about the prevalence of pathological symptoms in video-gaming among Singaporean youth and the psychometric properties of instruments measuring pathological symptoms in video-gaming. A total of 2998 children and adolescents from 6 primary and 6 secondary schools in Singapore responded to a comprehensive survey questionnaire on sociodemographic characteristics, video-gaming habits, school performance, somatic symptoms, various psychological traits, social functioning and pathological symptoms of video-gaming. After weighting, the survey data were analysed to determine the prevalence of pathological video-gaming among Singaporean youth and gender differences in the prevalence. The construct validity of instrument used to measure pathological symptoms of video-gaming was tested. Of all the study participants, 8.7% were classified as pathological players with more boys reporting more pathological symptoms than girls. All variables, including impulse control problem, social competence, hostility, academic performance, and damages to social functioning, tested for construct validity, were significantly associated with pathological status, providing good evidence for the construct validity of the instrument used. The prevalence rate of pathological video-gaming among Singaporean youth is comparable with that from other countries studied thus far, and gender differences are also consistent with the findings of prior research. The positive evidence of construct validity supports the potential use of the instrument for future research and clinical screening on Singapore children and adolescents' pathological video-gaming.

  17. Modified Active Videogame Play Results in Moderate-Intensity Exercise.

    PubMed

    Monedero, Javier; McDonnell, Adam C; Keoghan, Melissa; O'Gorman, Donal J

    2014-08-01

    Large proportions of the population do not meet current American College of Sports Medicine physical activity recommendations, and innovative approaches are required. Most active videogames do not require a significant amount of energy expenditure. The purpose of this study was to determine if modifying an active videogame increased exercise intensity to meet current physical activity recommendations. After completing a maximal oxygen uptake test, participants did a familiarization session on a separate day. Thirteen healthy participants 24.2±3.4 years of age played (1) a sedentary videogame, (2) an active videogame, and (3) a modified active videogame designed to increase physical activity for 46 minutes in a randomized order on separate days. Oxygen uptake, heart rate, heart rate reserve, percentage of maximal heart rate, metabolic equivalents of task, and energy expenditure were significantly higher during the modified active videogame trial than during the active videogame or sedentary videogame trials and also between the active videogame and sedentary videogame. A simple modification to an existing active videogame was sufficient to reach moderate exercise intensity. Active videogames could provide an important option for increasing daily physical activity and reducing sedentary time.

  18. Correlates of Active Videogame Use in Children.

    PubMed

    Schneider, Kristin L; Carter, Jocelyn Smith; Putnam, Cynthia; Keeney, Jacey; DeCator, Draycen D; Kern, Daniel; Aylward, Laura

    2018-04-01

    Active videogames (AVGs) could provide a novel approach to increasing physical activity and decreasing sedentary activity in children, but little is known about which children are likely to use AVGs. This study examined whether youth demographics, social support, and AVG engagement influence use of AVGs and physical activity. A diverse sample of youth participants (42.4% non-Hispanic white), aged 8-14 years (n = 85), who owned an AVG console, completed surveys, wore an activity monitor, and logged AVG use for 1 week. Regression analyses were used to examine variables associated with daily AVG minutes and to examine the relationship between daily AVG minutes and daily steps. Older and non-Hispanic white children played AVGs for fewer minutes per day (P's < 0.03). Greater peer support for playing AVGs was associated with greater daily AVG minutes (P = 0.003). Daily AVG minutes were not associated with daily steps. Results suggest that younger children and children who do not identify as non-Hispanic white may be more open to playing AVGs. Targeting social support in AVG interventions may increase time spent playing AVGs.

  19. Improving multi-tasking ability through action videogames.

    PubMed

    Chiappe, Dan; Conger, Mark; Liao, Janet; Caldwell, J Lynn; Vu, Kim-Phuong L

    2013-03-01

    The present study examined whether action videogames can improve multi-tasking in high workload environments. Two groups with no action videogame experience were pre-tested using the Multi-Attribute Task Battery (MATB). It consists of two primary tasks; tracking and fuel management, and two secondary tasks; systems monitoring and communication. One group served as a control group, while a second played action videogames a minimum of 5 h a week for 10 weeks. Both groups returned for a post-assessment on the MATB. We found the videogame treatment enhanced performance on secondary tasks, without interfering with the primary tasks. Our results demonstrate action videogames can increase people's ability to take on additional tasks by increasing attentional capacity. Copyright © 2012 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  20. Learning foreign sounds in an alien world: videogame training improves non-native speech categorization.

    PubMed

    Lim, Sung-joo; Holt, Lori L

    2011-01-01

    Although speech categories are defined by multiple acoustic dimensions, some are perceptually weighted more than others and there are residual effects of native-language weightings in non-native speech perception. Recent research on nonlinguistic sound category learning suggests that the distribution characteristics of experienced sounds influence perceptual cue weights: Increasing variability across a dimension leads listeners to rely upon it less in subsequent category learning (Holt & Lotto, 2006). The present experiment investigated the implications of this among native Japanese learning English /r/-/l/ categories. Training was accomplished using a videogame paradigm that emphasizes associations among sound categories, visual information, and players' responses to videogame characters rather than overt categorization or explicit feedback. Subjects who played the game for 2.5h across 5 days exhibited improvements in /r/-/l/ perception on par with 2-4 weeks of explicit categorization training in previous research and exhibited a shift toward more native-like perceptual cue weights. Copyright © 2011 Cognitive Science Society, Inc.

  1. Learning foreign sounds in an alien world: Videogame training improves non-native speech categorization

    PubMed Central

    Lim, Sung-joo; Holt, Lori L.

    2011-01-01

    Although speech categories are defined by multiple acoustic dimensions, some are perceptually-weighted more than others and there are residual effects of native-language weightings in non-native speech perception. Recent research on nonlinguistic sound category learning suggests that the distribution characteristics of experienced sounds influence perceptual cue weights: increasing variability across a dimension leads listeners to rely upon it less in subsequent category learning (Holt & Lotto, 2006). The present experiment investigated the implications of this among native Japanese learning English /r/-/l/ categories. Training was accomplished using a videogame paradigm that emphasizes associations among sound categories, visual information and players’ responses to videogame characters rather than overt categorization or explicit feedback. Subjects who played the game for 2.5 hours across 5 days exhibited improvements in /r/-/l/ perception on par with 2–4 weeks of explicit categorization training in previous research and exhibited a shift toward more native-like perceptual cue weights. PMID:21827533

  2. Videogames and Health Improvement: A Literature Review of Randomized Controlled Trials.

    PubMed

    Rahmani, Esmaeel; Boren, Suzanne Austin

    2012-10-01

    There are potential benefits of playing videogames for health improvement such as increasing knowledge about health-related issues by playing educational games and fighting a sedentary lifestyle by playing exergames. The number of systematic review articles about "videogames" and "health improvement" is limited. Therefore, the purpose of this study is to review those randomized controlled trials (RCTs) with the topic of "videogames" and "health improvement." Several electronic databases were searched for RCTs testing videogames on health outcomes that were published in English between January 2000 and April 2012. Forty-five articles met the eligibility criteria and were categorized into five groups: (1) videogames and patient pain and stress reduction (nine articles), (2) videogames and patient behavioral change (19 articles), (3) videogames and patient rehabilitation (eight articles), (4) videogames as diagnostic tools (three articles), and (5) videogames and cognitive ability (six articles). Most of the articles have shown promising results in using videogames within various fields of healthcare. Although exergames are the most prominent choice regarding health improvement, videogames have the potential to be used as a pain management tool, diagnostic tool, or educational tool. They also can be used as a facilitator in physical rehabilitation or cognitive loss prevention. More RCTs are needed to fully uncover the benefits of using videogames for improving patients' health.

  3. Master Console System Monitoring and Control Development

    NASA Technical Reports Server (NTRS)

    Brooks, Russell A.

    2013-01-01

    The Master Console internship during the spring of 2013 involved the development of firing room displays at the John F. Kennedy Space Center (KSC). This position was with the Master Console Product Group (MCPG) on the Launch Control System (LCS) project. This project is responsible for the System Monitoring and Control (SMC) and Record and Retrieval (R&R) of launch operations data. The Master Console is responsible for: loading the correct software into each of the remaining consoles in the firing room, connecting the proper data paths to and from the launch vehicle and all ground support equipment, and initializing the entire firing room system to begin processing. During my internship, I developed a system health and status display for use by Master Console Operators (MCO) to monitor and verify the integrity of the servers, gateways, network switches, and firewalls used in the firing room.

  4. Videogames, Informal Teaching, and the Rhetoric of Design

    ERIC Educational Resources Information Center

    Holmes, Jeffrey Brandon

    2016-01-01

    This dissertation is about videogames. It is also about teaching, and the ways videogame design represents good teaching. However, this dissertation is not about videogames alone. It makes broad claims about teaching in- and out-of-schools in the 21st Century. Over the last few decades many scholars have been impressed by the rich forms of…

  5. Videogame Mechanics in Games for Health.

    PubMed

    Baranowski, Moderator Tom; Lieberman, Participants Debra; Buday, Richard; Peng, Wei; Zimmerli, Lukas; Wiederhold, Brenda; Kato, Pamela M

    2013-08-01

    Game mechanics have been identified as "methods invoked by agents for interacting with the game world."(1) They are elements of game play that provide a primary source of interactivity and structure how videogames proceed. Many kinds of game mechanics have been generated. Some provide fun or enjoyment, others may provide excitement or even suspense (i.e., emotional aspects of game play), whereas some are guided by principles of behavior change theory. Game mechanics that succeed in off-the-shelf entertainment videogames, however, may not work in serious games, such as games for health (G4H). Although game mechanics are key to a serious videogame's success, maintaining a balance between the serious intent of the game while keeping it fun, there has been little attention to game mechanics in the academic G4H literature. Several eminent games for health developers (academics and nonacademics) were asked to share their experiences in regard to game mechanics in the serious videogames they have developed.

  6. Videogames, Television Violence, and Aggression in Teenagers.

    ERIC Educational Resources Information Center

    Dominick, Joseph R.

    1984-01-01

    Investigated relationships relative to teenagers' videogame playing, watching violent television programs, antisocial behavior, and self-esteem. Concluded that videogame playing is neither the menace critics portray it nor without possible negative consequences. (PD)

  7. Master Console System Monitoring and Control Development

    NASA Technical Reports Server (NTRS)

    Brooks, Russell A.

    2013-01-01

    The Master Console internship during the summer of 2013 involved the development of firing room displays and support applications at the John F. Kennedy Space Center (KSC). This position was with the Master Console Product Group (MCPG) on the Launch Control System (LCS) project. This project is responsible for the System Monitoring and Control (SMC) and Record and Retrieval (R&R) of launch operations data. The Master Console is responsible for: loading the correct software into each of the remaining consoles in the firing room, connecting the proper data paths to and from the launch vehicle and all ground support equipment, and initializing the entire firing room system to begin processing. During my internship, I created control scripts using the Application Control Language (ACL) to analyze the health and status of Kennedy Ground Control System (KGCS) programmable logic controllers (PLCs). This application provides a system health and status display I created with summarized data for use by Master Console Operators (MCO) to monitor and verify the integrity of KGCS subsystems.

  8. Designing Social Videogames for Educational Uses

    ERIC Educational Resources Information Center

    Gonzalez-Gonzalez, Carina; Blanco-Izquierdo, Francisco

    2012-01-01

    In this paper we analyze the main areas of research into educational videogames and in the evolution of the technologies and design methodologies that are making these interactive systems increasingly natural, immersive and social. We present the design and development of a prototype for a collaborative educational videogame based on a Massively…

  9. Feedback in Videogame-Based Adaptive Training

    ERIC Educational Resources Information Center

    Rivera, Iris Daliz

    2010-01-01

    The field of training has been changing rapidly due to advances in technology such as videogame-based adaptive training. Videogame-based adaptive training has provided flexibility and adaptability for training in cost-effective ways. Although this method of training may have many benefits for the trainee, current research has not kept up to pace…

  10. Health-risk correlates of video-game playing among adults.

    PubMed

    Weaver, James B; Mays, Darren; Sargent Weaver, Stephanie; Kannenberg, Wendi; Hopkins, Gary L; Eroğlu, Doğan; Bernhardt, Jay M

    2009-10-01

    Although considerable research suggests that health-risk factors vary as a function of video-game playing among young people, direct evidence of such linkages among adults is lacking. The goal of this study was to distinguish adult video-game players from nonplayers on the basis of personal and environmental factors. It was hypothesized that adults who play video games, compared to nonplayers, would evidence poorer perceptions of their health, greater reliance on Internet-facilitated social support, more extensive media use, and higher BMI. It was further hypothesized that different patterns of linkages between video-game playing and health-risk factors would emerge by gender. A cross-sectional, Internet-based survey was conducted in 2006 with a sample of adults from the Seattle-Tacoma area (n=562), examining health risks; media use behaviors and perceptions, including those related to video-game playing; and demographics. Statistical analyses conducted in 2008 to compare video-game players and nonplayers included bivariate descriptive statistics, stepwise discriminant analysis, and ANOVA. A total of 45.1% of respondents reported playing video games. Female video-game players reported greater depression (M=1.57) and poorer health status (M=3.90) than female nonplayers (depression, M=1.13; health status, M=3.57). Male video-game players reported higher BMI (M=5.31) and more Internet use time (M=2.55) than male nonplayers (BMI, M=5.19; Internet use, M=2.36). The only determinant common to female and male video-game players was greater reliance on the Internet for social support. A number of determinants distinguished video-game players from nonplayers, and these factors differed substantially between men and women. The data illustrate the need for further research among adults to clarify how to use digital opportunities more effectively to promote health and prevent disease.

  11. Reconciliation and consolation in captive bonobos (Pan paniscus).

    PubMed

    Palagi, Elisabetta; Paoli, Tommaso; Tarli, Silvana Borgognini

    2004-01-01

    Although reconciliation in bonobos (Pan paniscus) has previously been described, it has not been analyzed heretofore by the postconflict (PC) match-control (MC) method. Furthermore, although reconciliation has been investigated before in this species, consolation has not. In this study we analyzed agonistic and affiliative contacts in all sex-class combinations to clarify and reevaluate the occurrence of reconciliation in bonobos via the PC-MC method. We also investigated the occurrence of consolation by analyzing the victims' triadic contact tendency (TCT), the influence of the sex of victims, and the relative occurrence of consolation and reconciliation. We collected 167 pairs of PC-MC observations in a captive group of bonobos (in Apeldoorn, The Netherlands). The conciliatory tendency (CCT) we obtained was tendentially lower than the mean value previously found for Yerkes captive chimpanzees. Close relationships, which were present in all female-female (FF) and some male-female (MF) dyads, positively affected reconciliation rates. When only adult PC-MC pairs (157) were considered, the mean TCTs and CCTs did not differ significantly. When we focused on types of PC affiliative contact, in the case of consolation we found a striking preference for sociosexual patterns. As to the relative occurrence of consolation and reconciliation, the highest level of the former was found in the absence of the latter. When reconciliation took place, consolation generally preceded it, suggesting that consolation may be a substitutive behavior. Our findings suggest that even if reconciliation remains the best option, consolation may be an alternative substitute for reconciliation that is used to buffer the tension originating from an unresolved conflict. Reconciliation and consolation are complex phenomena that are probably related to the life history of a group. Given that few studies have been conducted on this subject, we can not at this time make any generalizations regarding

  12. Mediating consolation with suicidal patients.

    PubMed

    Gilje, Fredricka; Talseth, Anne-Grethe

    2007-07-01

    Psychiatric nurses frequently encounter suicidal patients. Caring for such patients often raises ethical questions and dilemmas. The research question for this study was: 'What understandings are revealed in texts about consolation and psychiatric nurses' responses to suicidal patients?' A Gadamerian approach guided re-interpretation of published texts. Through synthesizing four interpretive phases, a comprehensive interpretation emerged. This revealed being 'at home' with self, or an ethical way of being, as a hermeneutic understanding of a way to become ready to mediate consolation with suicidal patients. Trustworthiness was addressed by means of the qualities of auditability, credibility and confirmability. This re-interpretation adds to nursing knowledge, enhances understanding of previous research findings, provides pre-understanding for further research and reveals the value of hermeneutic inquiry in nursing. It also deepens understanding of a published model of consolation. These understandings may help to guide nurses who are struggling with suicidal patients.

  13. Changes in cue-induced, prefrontal cortex activity with video-game play.

    PubMed

    Han, Doug Hyun; Kim, Yang Soo; Lee, Yong Sik; Min, Kyung Joon; Renshaw, Perry F

    2010-12-01

    Brain responses, particularly within the orbitofrontal and cingulate cortices, to Internet video-game cues in college students are similar to those observed in patients with substance dependence in response to the substance-related cues. In this study, we report changes in brain activity between baseline and following 6 weeks of Internet video-game play. We hypothesized that subjects with high levels of self-reported craving for Internet video-game play would be associated with increased activity in the prefrontal cortex, particularly the orbitofrontal and anterior cingulate cortex. Twenty-one healthy university students were recruited. At baseline and after a 6-week period of Internet video-game play, brain activity during presentation of video-game cues was assessed using 3T blood oxygen level dependent functional magnetic resonance imaging. Craving for Internet video-game play was assessed by self-report on a 7-point visual analogue scale following cue presentation. During a standardized 6-week video-game play period, brain activity in the anterior cingulate and orbitofrontal cortex of the excessive Internet game-playing group (EIGP) increased in response to Internet video-game cues. In contrast, activity observed in the general player group (GP) was not changed or decreased. In addition, the change of craving for Internet video games was positively correlated with the change in activity of the anterior cingulate in all subjects. These changes in frontal-lobe activity with extended video-game play may be similar to those observed during the early stages of addiction.

  14. Consolation as possible expression of sympathetic concern among chimpanzees

    PubMed Central

    Romero, Teresa; Castellanos, Miguel A.; de Waal, Frans B. M.

    2010-01-01

    Chimpanzees are known to spontaneously provide contact comfort to recent victims of aggression, a behavior known as consolation. Similar behavior in human children is attributed to empathic or sympathetic concern. In line with this empathy hypothesis, chimpanzee consolation has been shown to reduce the recipient's state of arousal, hence to likely alleviate distress. Other predictions from the empathy hypothesis have rarely been tested, however, owing to small sample sizes in previous studies. An exceptionally large database of spontaneous consolation in two outdoor-housed groups of chimpanzees lends further support to the empathy hypothesis in that consolation occurred disproportionally between individuals that are socially close (i.e., kin and affiliation partners) and was more typical of females than males, which differences are also known of human empathy. These effects were demonstrated using generalized linear mixed models, which control multiple variables at once. An exception to the above pattern was formed by the highest-ranking males, which frequently offered consolation to victims of aggression, probably as part of their general policing function in chimpanzee society. Consolation occurred more frequently in the absence of reconciliation between former opponents, suggesting that actors are sensitive to the contact need of victims of aggression, which may be greater if the aggressor ignores them. That consolation is an integrated part of close mutual relationships is supported by the tendency for it being reciprocated. PMID:20547864

  15. Where can I find consolation? A theoretical analysis of the meaning of consolation as experienced by job in the Book of Job in the Hebrew Bible.

    PubMed

    Roxberg, Åsa; Brunt, David; Rask, Mikael; da Silva, António Barbosa

    2013-03-01

    The aim of the study was to explore the meaning of consolation as experienced by Job in the Book of Job and as presented in literature and how consolation relates to suffering and care. The study's theoretical design applied Ricoeur's view on phenomenology and hermeneutics. The resulting themes were as follows: consolation that is present, that originates in confrontation, that keeps suffering at a distance, that does not alleviate suffering, that originates in experience from giving comfort, and that facilitates a change of perspective. The authentic and caring consolation accepts the sufferer's incomprehensible "otherness" but however provides no answers about how to console.

  16. Bonobos Protect and Console Friends and Kin

    PubMed Central

    Palagi, Elisabetta; Norscia, Ivan

    2013-01-01

    Post-conflict third-party affiliation has been reported to have different functional meanings, one of them being consolation. Here, we tested the main hypotheses that have been put forth to explain the presence of this phenomenon at a functional level in the bonobo: Self-Protection Hypothesis, Victim-Protection Hypothesis, Relationship-Repair or Substitute for Reconciliation Hypothesis, and Consolation Hypothesis. By analyzing the data collected over 10 years, we investigated what factors affected the distribution of both spontaneous third party affiliation (initiated by the bystander) and solicited third party affiliation (initiated by the victim). We considered factors related to the individual features (sex, rank, age) of victim and bystander, their relationship quality (kinship, affiliation), and the effect that third party affiliation had on the victim (such as protection against further attacks and anxiety reduction). Both spontaneous and solicited third party affiliation reduced the probability of further aggression by group members on the victim (Victim-Protection Hypothesis supported). Yet, only spontaneous affiliation reduced victim anxiety (measured via self-scratching), thus suggesting that the spontaneous gesture – more than the protection itself – works in calming the distressed subject. The victim may perceive the motivational autonomy of the bystander, who does not require an invitation to provide post-conflict affiliative contact. Moreover, spontaneous - but not solicited - third party affiliation was affected by the bond between consoler and victim, being the relationship between consoler and aggressor irrelevant to the phenomenon distribution (Consolation Hypothesis supported). Spontaneous affiliation followed the empathic gradient described for humans, being mostly offered to kin, then friends, then acquaintances. Overall, our findings do not only indicate the consolatory function of spontaneous third-party affiliation but they also suggest

  17. Bonobos protect and console friends and kin.

    PubMed

    Palagi, Elisabetta; Norscia, Ivan

    2013-01-01

    Post-conflict third-party affiliation has been reported to have different functional meanings, one of them being consolation. Here, we tested the main hypotheses that have been put forth to explain the presence of this phenomenon at a functional level in the bonobo: Self-Protection Hypothesis, Victim-Protection Hypothesis, Relationship-Repair or Substitute for Reconciliation Hypothesis, and Consolation Hypothesis. By analyzing the data collected over 10 years, we investigated what factors affected the distribution of both spontaneous third party affiliation (initiated by the bystander) and solicited third party affiliation (initiated by the victim). We considered factors related to the individual features (sex, rank, age) of victim and bystander, their relationship quality (kinship, affiliation), and the effect that third party affiliation had on the victim (such as protection against further attacks and anxiety reduction). Both spontaneous and solicited third party affiliation reduced the probability of further aggression by group members on the victim (Victim-Protection Hypothesis supported). Yet, only spontaneous affiliation reduced victim anxiety (measured via self-scratching), thus suggesting that the spontaneous gesture--more than the protection itself--works in calming the distressed subject. The victim may perceive the motivational autonomy of the bystander, who does not require an invitation to provide post-conflict affiliative contact. Moreover, spontaneous--but not solicited--third party affiliation was affected by the bond between consoler and victim, being the relationship between consoler and aggressor irrelevant to the phenomenon distribution (Consolation Hypothesis supported). Spontaneous affiliation followed the empathic gradient described for humans, being mostly offered to kin, then friends, then acquaintances. Overall, our findings do not only indicate the consolatory function of spontaneous third-party affiliation but they also suggest that

  18. A Motion Videogame for Opioid Relapse Prevention.

    PubMed

    Abroms, Lorien C; Leavitt, Leah E; Van Alstyne, Judy M; Schindler-Ruwisch, Jennifer M; Fishman, Marc J; Greenberg, Daniel

    2015-12-01

    This study examined the feasibility and acceptability of a body motion-activated videogame, targeting the prevention of opioid relapse among youth in the context of outpatient treatment. Participants attended four weekly gameplay sessions. Surveys were conducted at baseline and following each week's gameplay and assessed satisfaction with gameplay, craving intensity, and self-efficacy to refuse opioids. Participants expressed a high level of satisfaction with the videogame throughout the 4 weeks and agreed with the statement that they would be more likely to attend treatment sessions if the game was present (mean=4.6; standard deviation [SD]=0.7) and would recommend the videogame to other people in treatment (mean=4.2; SD=0.8). All participants recommended playing the videogame as part of treatment at least weekly, with a third recommending playing daily. Self-reported cravings declined over the 4-week period from baseline (mean=12.7; SD=8.4) to Week 4 (mean=9.8; SD=8.3), although the decline was not significant. Although participants stated that they liked the game, one-third of participants had dropped out of the study by the fourth session of gameplay. Preliminary evidence indicates that a motion videogame for addiction recovery may be feasible and acceptable within the context of outpatient treatment, although additional efforts are needed to keep youth in treatment. Future studies are needed to assess the impact of the game on long-term abstinence, treatment adherence, and engagement.

  19. Incorporating Behavioral Techniques into a Serious Videogame for Children.

    PubMed

    Thompson, Debbe

    2017-04-01

    Little is known about how to design serious videogames for children. The purpose of this article is to describe how behavior change techniques promoting self-regulation were incorporated into a serious videogame to help children consume more fruits and vegetables (FVs) and the extent to which these techniques were used by players. A secondary goal is to contribute to the body of scientific knowledge regarding how to design effective serious videogames for children. This research examines the gameplay data from an effective 10-episode online serious videogame promoting FV consumption to preadolescent children in the United States (roughly 9-11-year-olds). Children participated in the self-regulation components. Modifications to reduce potential cognitive overload and inform future game design were identified. This research provided suggestive evidence that behavior change techniques promoting self-regulation can be successfully integrated into a serious videogame for children without detracting from game appeal. It also emphasizes the importance of formative research to the design of an appealing game where children understand and can successfully perform the behavior change procedures.

  20. 21 CFR 870.4220 - Cardiopulmonary bypass heart-lung machine console.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 21 Food and Drugs 8 2010-04-01 2010-04-01 false Cardiopulmonary bypass heart-lung machine console... Cardiopulmonary bypass heart-lung machine console. (a) Identification. A cardiopulmonary bypass heart-lung machine... heart-lung machine. The console is designed to interface with the basic units used in a gas exchange...

  1. 21 CFR 870.4220 - Cardiopulmonary bypass heart-lung machine console.

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... 21 Food and Drugs 8 2013-04-01 2013-04-01 false Cardiopulmonary bypass heart-lung machine console... Cardiopulmonary bypass heart-lung machine console. (a) Identification. A cardiopulmonary bypass heart-lung machine... heart-lung machine. The console is designed to interface with the basic units used in a gas exchange...

  2. 21 CFR 870.4220 - Cardiopulmonary bypass heart-lung machine console.

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... 21 Food and Drugs 8 2012-04-01 2012-04-01 false Cardiopulmonary bypass heart-lung machine console... Cardiopulmonary bypass heart-lung machine console. (a) Identification. A cardiopulmonary bypass heart-lung machine... heart-lung machine. The console is designed to interface with the basic units used in a gas exchange...

  3. 21 CFR 870.4220 - Cardiopulmonary bypass heart-lung machine console.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... 21 Food and Drugs 8 2011-04-01 2011-04-01 false Cardiopulmonary bypass heart-lung machine console... Cardiopulmonary bypass heart-lung machine console. (a) Identification. A cardiopulmonary bypass heart-lung machine... heart-lung machine. The console is designed to interface with the basic units used in a gas exchange...

  4. 21 CFR 870.4220 - Cardiopulmonary bypass heart-lung machine console.

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... 21 Food and Drugs 8 2014-04-01 2014-04-01 false Cardiopulmonary bypass heart-lung machine console... Cardiopulmonary bypass heart-lung machine console. (a) Identification. A cardiopulmonary bypass heart-lung machine... heart-lung machine. The console is designed to interface with the basic units used in a gas exchange...

  5. Videogame interventions and spatial ability interactions.

    PubMed

    Redick, Thomas S; Webster, Sean B

    2014-01-01

    Numerous research studies have been conducted on the use of videogames as tools to improve one's cognitive abilities. While meta-analyses and qualitative reviews have provided evidence that some aspects of cognition such as spatial imagery are modified after exposure to videogames, other evidence has shown that matrix reasoning measures of fluid intelligence do not show evidence of transfer from videogame training. In the current work, we investigate the available evidence for transfer specifically to nonverbal intelligence and spatial ability measures, given recent research that these abilities may be most sensitive to training on cognitive and working memory tasks. Accordingly, we highlight a few studies that on the surface provide evidence for transfer to spatial abilities, but a closer look at the pattern of data does not reveal a clean interpretation of the results. We discuss the implications of these results in relation to research design and statistical analysis practices.

  6. "To Be Quite Honest, If It Wasn't for Videogames I Wouldn't Have a Social Life at All": Motivations of Young Adults With Autism Spectrum Disorder for Playing Videogames as Leisure.

    PubMed

    Finke, Erinn H; Hickerson, Benjamin D; Kremkow, Jennifer M D

    2018-05-03

    Leisure activities are underutilized as a context for intervention in the field of speech-language pathology despite the fact that leisure can be an important context for skill development. The current study investigated the perceptions of individuals with autism spectrum disorder (ASD) who play videogames as their primary leisure activity regarding the role of videogames in their lives and their motivations for playing videogames. Qualitative interview methodology was used to investigate the experiences of 10 18-24-year-olds with ASD. Information was collected about the role of videogames in the lives of adolescents and young adults with ASD and the perceived benefits of playing videogames. Results indicated the participants perceived playing videogames to have a positive impact on their lives and their development. The motivations for playing videogames described are similar to those reported by typically developing populations. Videogaming is a popular leisure pursuit for adolescents and young adults with and without ASD. Speech-language pathologists should consider how videogame play may be a useful context for teaching new communication, social, and language.

  7. Pixellated Play: Practical and Theoretical Issues regarding Videogames in Art Education

    ERIC Educational Resources Information Center

    Sweeny, Robert W.

    2010-01-01

    Videogames represent one of the fastest growing and most influential forms of contemporary visual culture. In this article, the author looks to five aspects of current videogames: perspective, interactivity, interface, narrative, and time and movement. Each of these videogame modalities is analyzed as related to a wide range of popular media,…

  8. A Motion Videogame for Opioid Relapse Prevention

    PubMed Central

    Leavitt, Leah E.; Van Alstyne, Judy M.; Schindler-Ruwisch, Jennifer M.; Fishman, Marc J.; Greenberg, Daniel

    2015-01-01

    Abstract Objective: This study examined the feasibility and acceptability of a body motion–activated videogame, targeting the prevention of opioid relapse among youth in the context of outpatient treatment. Materials and Methods: Participants attended four weekly gameplay sessions. Surveys were conducted at baseline and following each week's gameplay and assessed satisfaction with gameplay, craving intensity, and self-efficacy to refuse opioids. Results: Participants expressed a high level of satisfaction with the videogame throughout the 4 weeks and agreed with the statement that they would be more likely to attend treatment sessions if the game was present (mean=4.6; standard deviation [SD]=0.7) and would recommend the videogame to other people in treatment (mean=4.2; SD=0.8). All participants recommended playing the videogame as part of treatment at least weekly, with a third recommending playing daily. Self-reported cravings declined over the 4-week period from baseline (mean=12.7; SD=8.4) to Week 4 (mean=9.8; SD=8.3), although the decline was not significant. Although participants stated that they liked the game, one-third of participants had dropped out of the study by the fourth session of gameplay. Conclusions: Preliminary evidence indicates that a motion videogame for addiction recovery may be feasible and acceptable within the context of outpatient treatment, although additional efforts are needed to keep youth in treatment. Future studies are needed to assess the impact of the game on long-term abstinence, treatment adherence, and engagement. PMID:26213838

  9. Incorporating Behavioral Techniques into a Serious Videogame for Children

    PubMed Central

    2017-01-01

    Abstract Introduction: Little is known about how to design serious videogames for children. The purpose of this article is to describe how behavior change techniques promoting self-regulation were incorporated into a serious videogame to help children consume more fruits and vegetables (FVs) and the extent to which these techniques were used by players. A secondary goal is to contribute to the body of scientific knowledge regarding how to design effective serious videogames for children. Materials and Methods: This research examines the gameplay data from an effective 10-episode online serious videogame promoting FV consumption to preadolescent children in the United States (roughly 9–11-year-olds). Results: Children participated in the self-regulation components. Modifications to reduce potential cognitive overload and inform future game design were identified. Conclusion: This research provided suggestive evidence that behavior change techniques promoting self-regulation can be successfully integrated into a serious videogame for children without detracting from game appeal. It also emphasizes the importance of formative research to the design of an appealing game where children understand and can successfully perform the behavior change procedures. PMID:28231024

  10. Motion sickness, console video games, and head-mounted displays.

    PubMed

    Merhi, Omar; Faugloire, Elise; Flanagan, Moira; Stoffregen, Thomas A

    2007-10-01

    We evaluated the nauseogenic properties of commercial console video games (i.e., games that are sold to the public) when presented through a head-mounted display. Anecdotal reports suggest that motion sickness may occur among players of contemporary commercial console video games. Participants played standard console video games using an Xbox game system. We varied the participants' posture (standing vs. sitting) and the game (two Xbox games). Participants played for up to 50 min and were asked to discontinue if they experienced any symptoms of motion sickness. Sickness occurred in all conditions, but it was more common during standing. During seated play there were significant differences in head motion between sick and well participants before the onset of motion sickness. The results indicate that commercial console video game systems can induce motion sickness when presented via a head-mounted display and support the hypothesis that motion sickness is preceded by instability in the control of seated posture. Potential applications of this research include changes in the design of console video games and recommendations for how such systems should be used.

  11. Videogame interventions and spatial ability interactions

    PubMed Central

    Redick, Thomas S.; Webster, Sean B.

    2014-01-01

    Numerous research studies have been conducted on the use of videogames as tools to improve one’s cognitive abilities. While meta-analyses and qualitative reviews have provided evidence that some aspects of cognition such as spatial imagery are modified after exposure to videogames, other evidence has shown that matrix reasoning measures of fluid intelligence do not show evidence of transfer from videogame training. In the current work, we investigate the available evidence for transfer specifically to nonverbal intelligence and spatial ability measures, given recent research that these abilities may be most sensitive to training on cognitive and working memory tasks. Accordingly, we highlight a few studies that on the surface provide evidence for transfer to spatial abilities, but a closer look at the pattern of data does not reveal a clean interpretation of the results. We discuss the implications of these results in relation to research design and statistical analysis practices. PMID:24723880

  12. Video-games do not negatively impact adolescent academic performance in science, mathematics or reading.

    PubMed

    Drummond, Aaron; Sauer, James D

    2014-01-01

    Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA) to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and reading. Contrary to claims that increased video-gaming can impair academic performance, differences in academic performance were negligible across the relative frequencies of videogame use. Videogame use had little impact on adolescent academic achievement.

  13. Promoting Inclusive Education, Civic Scientific Literacy, and Global Citizenship with Videogames

    ERIC Educational Resources Information Center

    Marino, Matthew T.; Hayes, Michael T.

    2012-01-01

    In this response to Yupanqui Munoz and Charbel El-Hani's paper, "The student with a thousand faces: From the ethics in videogames to becoming a citizen", we examine their critique of videogames in science education. Munoz and El-Hani present a critical analysis of videogames such as "Grand Theft Auto", "Street Fight", "Command and Conquer:…

  14. Problematizing Videogames: Teaching Students to Be Critical Players

    ERIC Educational Resources Information Center

    Love, Mark

    2017-01-01

    This contribution aims to familiarize educators with the unique ways in which videogames convey meaning as a media form and to provide an instrument, based on videogame theory, that educators can easily employ in intermediate and advanced English as a Foreign Language (EFL) classrooms to teach critical media literacy. In order to equip teachers…

  15. Emergency Communications Console

    NASA Technical Reports Server (NTRS)

    1978-01-01

    NASA has applied its communications equipment expertise to development of a communications console that provides, in a compact package only slightly larger than an electric typewriter, all the emergency medical services communications functions needed for a regional hospital. A prototype unit, built by Johnson Space Center, has been installed in the Odessa (Texas) Medical Center Hospital. The hospital is the medical control center for the 17-county Permian Basin Emergency Medical System in west Texas. The console project originated in response to a request to NASA from the Texas governor's office, which sought a better way of providing emergency medical care in rural areas. Because ambulance travel time is frequently long in remote areas of west Texas, it is important that treatment begin at the scene of the emergency rather than at the hospital emergency room. A radio and telephone system linking ambulance emergency technicians and hospital staff makes this possible. But earlier equipment was complex, requiring specialized operators. A highly reliable system was needed to minimize breakdowns and provide controls of utmost simplicity, so that the system could be operated by physicians and nurses rather than by communications specialists. The resulting console has both radio and telephone sections. With the radio equipment, hospital personnel can communicate with ambulance drivers and paramedics, receive incoming electrocardiagrams, consult with other hospitals, page hospital staff and set up a radio-to-telephone "patch." The telephone portion of the system includes a hotline from the Permian Basin Emergency Medical Service's resource control center, an automatic dialer for contacting special care facilities in the Permian Basin network, a hospital intercom terminal and a means of relaying cardioscope displays and other data between hospitals. The integrated system also provides links with local disaster and civil defense organizations and with emergency "Dial 911

  16. Video-Games Do Not Negatively Impact Adolescent Academic Performance in Science, Mathematics or Reading

    PubMed Central

    Drummond, Aaron; Sauer, James D.

    2014-01-01

    Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA) to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and reading. Contrary to claims that increased video-gaming can impair academic performance, differences in academic performance were negligible across the relative frequencies of videogame use. Videogame use had little impact on adolescent academic achievement. PMID:24699536

  17. Videogames for Emotion Regulation: A Systematic Review.

    PubMed

    Villani, Daniela; Carissoli, Claudia; Triberti, Stefano; Marchetti, Antonella; Gilli, Gabriella; Riva, Giuseppe

    2018-04-01

    Emotion regulation (ER) supports multiple individual functions and promotes mental health and wellbeing. Among the tools that may be used to help people in managing their affective states, videogames are reaching attention and are showing positive effects. Yet, little is known about their effectiveness. This study aims to assess the amount and quality of studies investigating the effects and modalities of the use of videogames for ER. A systematic literature search according to PRISMA guidelines was performed. Subsequently, according to expert advice other few studies have been added. Twenty-three studies met the inclusion criteria and were included in the review; they can be categorized into three groups, namely (1) cross-sectional and qualitative studies, (2) experimental studies investigating the effects of videogame experience on ER and (3) ER intervention with serious games. Discussion of the reviewed studies highlights that frequent gaming with commercial games offers more opportunities for ER improvement (related to gameplay and enjoyment of fictional properties) than limited-time experiences, such as those supported by bespoke serious games. This research area is still in its infancy and findings need to be interpreted with caution; furthermore, future reviews are encouraged to include clinical populations. Videogames offer several opportunities for ER and a challenge for educational and psychological interventions.

  18. An Exploration of Adolescents' Perceptions of Videogame Realism

    ERIC Educational Resources Information Center

    Malliet, Steven

    2006-01-01

    An attempt is made to translate the concept of perceived realism from the domain of general media studies to the domain of videogame studies. In order to make such a translation, a thorough knowledge and integration is required of the simulation aspects that distinguish videogames from older media such as film or television. The different meanings…

  19. Interactive Videogame Technologies to Support Independence in the Elderly: A Narrative Review.

    PubMed

    Marston, Hannah R; Smith, Stuart T

    2012-04-01

    In recent years the use of videogame technology has increased within the domain of health, in particular to facilitate rehabilitation following a stroke or fall. This review presents an overview of how videogame technologies can be used to address health issues contributing to reduced independence in older adults. Four themes were identified: (1) hardware, (2) software, (3) health issues addressed using videogames, and (4) clinicians' perspectives. Several recommendations have been proposed to build upon the use and integration of videogame technology into rehabilitation and training for older adults. In particular, the use of videogames for health requires an appropriate game classification system for development of games that are appropriate for the physical, cognitive, and social requirements of older adults or those living with a disability.

  20. Promoting inclusive education, civic scientific literacy, and global citizenship with videogames

    NASA Astrophysics Data System (ADS)

    Marino, Matthew T.; Hayes, Michael T.

    2012-12-01

    In this response to Yupanqui Munoz and Charbel El-Hani's paper, "The student with a thousand faces: From the ethics in videogames to becoming a citizen", we examine their critique of videogames in science education. Munoz and El-Hani present a critical analysis of videogames such as Grand Theft Auto, Street Fight, Command and Conquer: Generals, Halo, and Fallout 3 using Neil Postman's (1993) conceptualization of technopoly along with Bill Green and Chris Bigum's (1993) notion of the cyborg curriculum. Our contention is that these games are not representative of current educational videogames about science, which hold the potential to enhance civic scientific literacy across a diverse range of students while promoting cross-cultural understandings of complex scientific concepts and phenomenon. We examine games that have undergone empirical investigation in general education science classrooms, such as River City, Quest Atlantis, Whyville, Resilient Planet, and You Make Me Sick!, and discuss the ways these videogames can engage students and teachers in a constructivist dialogue that enhances science education. Our critique extends Munoz and El-Hani's discussion through an examination of the ways videogames can enhance science education by promoting inclusive education, civic scientific literacy, and global citizenship.

  1. Systemic Console: Advanced analysis of exoplanetary data

    NASA Astrophysics Data System (ADS)

    Meschiari, Stefano; Wolf, Aaron S.; Rivera, Eugenio; Laughlin, Gregory; Vogt, Steve; Butler, Paul

    2012-10-01

    Systemic Console is a tool for advanced analysis of exoplanetary data. It comprises a graphical tool for fitting radial velocity and transits datasets and a library of routines for non-interactive calculations. Among its features are interactive plotting of RV curves and transits, combined fitting of RV and transit timing (primary and secondary), interactive periodograms and FAP estimation, and bootstrap and MCMC error estimation. The console package includes public radial velocity and transit data.

  2. Educating Students about the Risks of Excessive Videogame Usage.

    ERIC Educational Resources Information Center

    Kasper, Deirdre; Welsh, Sarah; Chambliss, Catherine

    The relationship between videogame usage, active exercise, television viewing, and measures of blood pressure is explored. Videogame participation, especially playing sports or action games, simulates involvement in aggressive situations. This may activate the fight or flight response in players. This response has been associated with blood…

  3. [Epilepsy and videogame: which physiopathological mechanisms to expect?].

    PubMed

    Masnou, P; Nahum-Moscovoci, L

    1999-04-01

    Video games may induce epileptic seizures in some subjects. Most of them have photosensitive epilepsy. The triggering factors are multiple: characteristics of the softwares, effects of the electronic screen and interactivity. The wide diffusion of the video games explain the large number of descriptions of videogame induced seizures. Historical aspects and an analysis of the underlying mechanisms of videogame induced seizures are presented.

  4. Bonobos respond to distress in others: consolation across the age spectrum.

    PubMed

    Clay, Zanna; de Waal, Frans B M

    2013-01-01

    How animals respond to conflict provides key insights into the evolution of socio-cognitive and emotional capacities. Evidence from apes has shown that, after social conflicts, bystanders approach victims of aggression to offer stress-alleviating contact behavior, a phenomenon known as consolation. This other-orientated behavior depends on sensitivity to the other's emotional state, whereby the consoler acts to ameliorate the other's situation. We examined post-conflict interactions in bonobos (Pan paniscus) to identify the determinants of consolation and reconciliation. Thirty-six semi-free bonobos of all ages were observed at the Lola ya Bonobo Sanctuary, DR Congo, using standardized Post-conflict/Matched Control methods. Across age and sex classes, bonobos consoled victims and reconciled after conflicts using a suite of affiliative and socio-sexual behaviors including embracing, touching, and mounting. Juveniles were more likely to console than adults, challenging the assumption that comfort-giving rests on advanced cognitive mechanisms that emerge only with age. Mother-reared individuals were more likely to console than orphans, highlighting the role of rearing in emotional development. Consistent with previous studies, bystanders were more likely to console relatives or closely bonded partners. Effects of kinship, affiliation and rearing were similarly indicated in patterns of reconciliation. Nearby bystanders were significantly more likely to contact victims than more distal ones, and consolation was more likely in non-food contexts than during feeding. The results did not provide convincing evidence that bystander contacts served for self-protection or as substitutes for reconciliation. Overall, results indicate that a suite of social, developmental and contextual factors underlie consolation and reconciliation in bonobos and that a sensitivity to the emotions of others and the ability to provide appropriate consolatory behaviors emerges early in development.

  5. Game-Based Teaching: What Educators Can Learn from Videogames

    ERIC Educational Resources Information Center

    Jackson, Janna

    2009-01-01

    Most teachers only dream of their students spending the amount of motivation, attention, passion, and critical thinking on their classes that some students do playing videogames. This investigation examines the success, pitfalls, and lessons learned from incorporating videogame-like components into an educational technology class. For example,…

  6. The amount of consolation compensation in road traffic accidents.

    PubMed

    Jou, Rong-Chang

    2014-06-01

    This study aimed to investigate the amount of consolation compensation that road accident perpetrators were willing to pay victims. It used 2010 statistics for general road accidents from Taiwan's National Police Agency (NPA) for further sampling and to mail questionnaires. In investigating consolation compensation, the framework of the contingent valuation method was used, and the data were collected through the design of different scenarios. In this study, five injury levels were designed to further analyse the consolation compensation price the perpetrators were willing to pay: minor injury, moderate injury, serious injury, disability, and death. The results revealed the price that many perpetrators were willing to pay was zero; however, we overcame this issue by using the Spike model. The estimated results showed that road accident perpetrators were willing to pay more consolation compensation with increased injury severity. Copyright © 2014 Elsevier Ltd. All rights reserved.

  7. Correlation between videogame mechanics and executive functions through EEG analysis.

    PubMed

    Mondéjar, Tania; Hervás, Ramón; Johnson, Esperanza; Gutierrez, Carlos; Latorre, José Miguel

    2016-10-01

    This paper addresses a different point of view of videogames, specifically serious games for health. This paper contributes to that area with a multidisciplinary perspective focus on neurosciences and computation. The experiment population has been pre-adolescents between the ages of 8 and 12 without any cognitive issues. The experiment consisted in users playing videogames as well as performing traditional psychological assessments; during these tasks the frontal brain activity was evaluated. The main goal was to analyse how the frontal lobe of the brain (executive function) works in terms of prominent cognitive skills during five types of game mechanics widely used in commercial videogames. The analysis was made by collecting brain signals during the two phases of the experiment, where the signals were analysed with an electroencephalogram neuroheadset. The validated hypotheses were whether videogames can develop executive functioning and if it was possible to identify which kind of cognitive skills are developed during each kind of typical videogame mechanic. The results contribute to the design of serious games for health purposes on a conceptual level, particularly in support of the diagnosis and treatment of cognitive-related pathologies. Copyright © 2016 Elsevier Inc. All rights reserved.

  8. Videogames and Therapy: A Narrative Review of Recent Publication and Application to Treatment

    PubMed Central

    Franco, Gilbert E.

    2016-01-01

    Individuals who play videogames can interact with virtual worlds, resulting in emotional and intellectual connections that have therapeutic implications in the hands of a skilled and informed therapist. There is research available in the literature that suggests that videogames are a viable option in psychotherapy. The present article provides a review of the literature available in the use of videogames in treatment, discusses the importance of disseminating the findings in the literature, and discusses the integration of videogames in treatment. PMID:27471487

  9. Videogames and Therapy: A Narrative Review of Recent Publication and Application to Treatment.

    PubMed

    Franco, Gilbert E

    2016-01-01

    Individuals who play videogames can interact with virtual worlds, resulting in emotional and intellectual connections that have therapeutic implications in the hands of a skilled and informed therapist. There is research available in the literature that suggests that videogames are a viable option in psychotherapy. The present article provides a review of the literature available in the use of videogames in treatment, discusses the importance of disseminating the findings in the literature, and discusses the integration of videogames in treatment.

  10. Astronaut Owen Garriott at the Apollo Telescope Mount console

    NASA Image and Video Library

    1973-08-08

    Scientist-Astronaut Owen K. Garriott, science pilot of the Skylab 3 mission, is stationed at the Apollo Telescope Mount (ATM) console in the Multiple Docking Adapter of the Skylab space station in Earth orbit. From this console the astronauts actively control the ATM solar physics telescope.

  11. Surgical bedside master console for neurosurgical robotic system.

    PubMed

    Arata, Jumpei; Kenmotsu, Hajime; Takagi, Motoki; Hori, Tatsuya; Miyagi, Takahiro; Fujimoto, Hideo; Kajita, Yasukazu; Hayashi, Yuichiro; Chinzei, Kiyoyuki; Hashizume, Makoto

    2013-01-01

    We are currently developing a neurosurgical robotic system that facilitates access to residual tumors and improves brain tumor removal surgical outcomes. The system combines conventional and robotic surgery allowing for a quick conversion between the procedures. This concept requires a new master console that can be positioned at the surgical bedside and be sterilized. The master console was developed using new technologies, such as a parallel mechanism and pneumatic sensors. The parallel mechanism is a purely passive 5-DOF (degrees of freedom) joystick based on the author's haptic research. The parallel mechanism enables motion input of conventional brain tumor removal surgery with a compact, intuitive interface that can be used in a conventional surgical environment. In addition, the pneumatic sensors implemented on the mechanism provide an intuitive interface and electrically isolate the tool parts from the mechanism so they can be easily sterilized. The 5-DOF parallel mechanism is compact (17 cm width, 19cm depth, and 15cm height), provides a 505,050 mm and 90° workspace and is highly backdrivable (0.27N of resistance force representing the surgical motion). The evaluation tests revealed that the pneumatic sensors can properly measure the suction strength, grasping force, and hand contact. In addition, an installability test showed that the master console can be used in a conventional surgical environment. The proposed master console design was shown to be feasible for operative neurosurgery based on comprehensive testing. This master console is currently being tested for master-slave control with a surgical robotic system.

  12. Single night video-game use leads to sleep loss and attention deficits in older adolescents.

    PubMed

    Wolfe, Jasper; Kar, Kellyann; Perry, Ashleigh; Reynolds, Chelsea; Gradisar, Michael; Short, Michelle A

    2014-10-01

    The present study investigated adolescent video-game use prior to bedtime and subsequent sleep, working memory and sustained attention performance. Participants were 21 healthy, good-sleeping adolescents (16 male) aged between 15 and 20 years (M = 17.6 years, SD = 1.8). Time spent video-gaming and subsequent sleep was measured across one night in the sleep laboratory. There were significant correlations between time spent video-gaming and sleep and between video-gaming and sustained attention, but not working memory. Sleep duration, in turn, had a significant negative association with sustained attention performance. Mediation analyses revealed that the relationship between video-gaming and sustained attention was fully mediated by sleep duration. These results indicate that video-gaming affected the ability to sustain attention only in as much as it affected sleep. In order to minimise negative consequences of video-game playing, video-games should be used in moderation, avoiding use close to the sleep period, to obviate detriments to sleep and performance. Copyright © 2014 The Foundation for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved.

  13. The Effect of Presleep Video-Game Playing on Adolescent Sleep

    PubMed Central

    Weaver, Edward; Gradisar, Michael; Dohnt, Hayley; Lovato, Nicole; Douglas, Paul

    2010-01-01

    Study Objectives: Video-game use before bedtime has been linked with poor sleep outcomes for adolescents; however, experimental evidence to support this link is sparse. The present study investigated the capacity of presleep video-game playing to extend sleep latency and reduce subjective feelings of sleepiness in adolescents. The arousing psychophysiologic mechanisms involved and the impact of presleep video-game playing on sleep architecture were also explored. Method: Thirteen male adolescent “evening types” (mean age = 16.6 years, SD = 1.1) participated in a counterbalanced, within-subjects design with experimental (active video gaming) and control (passive DVD watching) conditions. The experiment was conducted in the Flinders University Sleep Research Laboratory. Results: Relative to the control condition, presleep video-game playing increased sleep-onset latency (Z = 2.45, p = 0.01) and reduced subjective sleepiness (Z = 2.36, p = 0.02)—but only slightly. Video gaming was related to changes in cognitive alertness (as measured by α power: p < 0.01) but not physiologic arousal (as measured by heart rate: p > 0.05). Contrary to previous findings, sleep architecture was unaffected (both rapid eye movement and slow wave sleep: p > 0.05). Conclusions: Results suggest the direct effect of presleep video-game playing on adolescent sleep may be more modest than previously thought, suggesting that surveys linking stimulating presleep activities to poor sleep need substantiating with empirical evidence. Citation: Weaver E; Gradisar M; Dohnt H; Lovato N; Douglas P. The effect of presleep video-game playing on adolescent sleep. J Clin Sleep Med 2010;6(2):184-189. PMID:20411697

  14. Nintendo Wii video-gaming ability predicts laparoscopic skill.

    PubMed

    Badurdeen, Shiraz; Abdul-Samad, Omar; Story, Giles; Wilson, Clare; Down, Sue; Harris, Adrian

    2010-08-01

    Studies using conventional consoles have suggested a possible link between video-gaming and laparoscopic skill. The authors hypothesized that the Nintendo Wii, with its motion-sensing interface, would provide a better model for laparoscopic tasks. This study investigated the relationship between Nintendo Wii skill, prior gaming experience, and laparoscopic skill. In this study, 20 participants who had minimal experience with either laparoscopic surgery or Nintendo Wii performed three tasks on a Webcam-based laparoscopic simulator and were assessed on three games on the Wii. The participants completed a questionnaire assessing prior gaming experience. The score for each of the three Wii games correlated positively with the laparoscopic score (r = 0.78, 0.63, 0.77; P < 0.001), as did the combined Wii score (r = 0.82; P < 0.001). The participants in the top tertile of Wii performance scored 60.3% higher on the laparoscopic tasks than those in the bottom tertile (P < 0.01). Partial correlation analysis with control for the effect of prior gaming experience showed a significant positive correlation between the Wii score and the laparoscopic score (r = 0.713; P < 0.001). Prior gaming experience also correlated positively with the laparoscopic score (r = 0.578; P < 0.01), but no significant difference in the laparoscopic score was observed when the participants in the top tertile of experience were compared with those in the bottom tertile (P = 0.26). The study findings suggest a skill overlap between the Nintendo Wii and basic laparoscopic tasks. Surgical candidates with advanced Nintendo Wii ability may possess higher baseline laparoscopic ability.

  15. Fun, Flow, and Fitness: Opinions for Making More Effective Active Videogames

    PubMed Central

    Mellecker, Robin; Buday, Richard; Gao, Zan; Hinkley, Trina; Esparza, Laura; Alexander, Shirley

    2015-01-01

    Abstract Despite active videogames' popularity and ability to increase a player's energy expenditure, research indicates their use sharply declines over time, which limits their utility in promoting physical activity. A frequent criticism is that a player's interest is quickly exhausted. At the preconference of the International Society of Behavioral Nutrition and Physical Activity 2014, a group of investigators and videogame developers gathered to share lessons learned from using serious videogames in health behavior change and offer insight to guide future efforts. PMID:26181681

  16. Fun, Flow, and Fitness: Opinions for Making More Effective Active Videogames.

    PubMed

    Maloney, Ann E; Mellecker, Robin; Buday, Richard; Gao, Zan; Hinkley, Trina; Esparza, Laura; Alexander, Shirley

    2015-02-01

    Despite active videogames' popularity and ability to increase a player's energy expenditure, research indicates their use sharply declines over time, which limits their utility in promoting physical activity. A frequent criticism is that a player's interest is quickly exhausted. At the preconference of the International Society of Behavioral Nutrition and Physical Activity 2014, a group of investigators and videogame developers gathered to share lessons learned from using serious videogames in health behavior change and offer insight to guide future efforts.

  17. Your Parents Were Right, Scholars Say: More Studying Leads to Better Grades

    ERIC Educational Resources Information Center

    Glenn, David

    2007-01-01

    According to a paper released by the National Bureau of Economic Research, first-year college students who are assigned roommates with video-game consoles study 40 minutes less per day, on average, than first-year students whose roommates did not bring consoles. And that reduction in study time has a sizable effect on grades: First-year students…

  18. The virtual brain: 30 years of video-game play and cognitive abilities.

    PubMed

    Latham, Andrew J; Patston, Lucy L M; Tippett, Lynette J

    2013-09-13

    Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond the original context. Despite promise, video-game research is host to a number of methodological issues that require addressing before progress can be made in this area. Here an effort is made to consolidate the past 30 years of literature examining the effects of video-game play on cognitive faculties and, more recently, neural systems. Future work is required to identify the mechanism that allows the act of video-game play to generate such a broad range of generalized enhancements.

  19. The virtual brain: 30 years of video-game play and cognitive abilities

    PubMed Central

    Latham, Andrew J.; Patston, Lucy L. M.; Tippett, Lynette J.

    2013-01-01

    Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond the original context. Despite promise, video-game research is host to a number of methodological issues that require addressing before progress can be made in this area. Here an effort is made to consolidate the past 30 years of literature examining the effects of video-game play on cognitive faculties and, more recently, neural systems. Future work is required to identify the mechanism that allows the act of video-game play to generate such a broad range of generalized enhancements. PMID:24062712

  20. Motion sickness and postural sway in console video games.

    PubMed

    Stoffregen, Thomas A; Faugloire, Elise; Yoshida, Ken; Flanagan, Moira B; Merhi, Omar

    2008-04-01

    We tested the hypotheses that (a) participants might develop motion sickness while playing "off-the-shelf" console video games and (b) postural motion would differ between sick and well participants, prior to the onset of motion sickness. There have been many anecdotal reports of motion sickness among people who play console video games (e.g., Xbox, PlayStation). Participants (40 undergraduate students) played a game continuously for up to 50 min while standing or sitting. We varied the distance to the display screen (and, consequently, the visual angle of the display). Across conditions, the incidence of motion sickness ranged from 42% to 56%; incidence did not differ across conditions. During game play, head and torso motion differed between sick and well participants prior to the onset of subjective symptoms of motion sickness. The results indicate that console video games carry a significant risk of motion sickness. Potential applications of this research include changes in the design of console video games and recommendations for how such systems should be used.

  1. Intrinsic or Extrinsic? Using Videogames to Motivate Stroke Survivors: A Systematic Review.

    PubMed

    Swanson, LaTasha R; Whittinghill, David M

    2015-06-01

    The main objective of this study was to explore, via a systematic review of available literature, the effectiveness of videogame-based rehabilitation interventions on the motivation and health outcomes of stroke patients. Using a systematic literature review of 18 articles, we sought to address three key research questions: (1) Do videogames improve function or health outcomes among stroke survivors? (2) Do videogames increase stroke patients' motivation to engage in rehabilitation exercise and activities? (3) Which motivational techniques, principles, and theoretical frameworks have been applied in the reviewed studies? A key word search was conducted, and articles were coded for inclusion of motivational theories or principles, intervention effectiveness, and participants' motivation to perform tasks. Three motivational frameworks and principles were used (self-determination theory [SDT], flow theory, and operant conditioning) to investigate intrinsic and extrinsic approaches. Past research suggests videogame-based interventions are effective at improving and increasing a variety of health-related outcomes, including motor functioning, energy expenditure, muscle strength, and recovery times in stroke patients. Past evidence shows videogame-based interventions are a promising tool to motivate stroke patients' engagement in effective rehabilitation activities. This study also identifies an opportunity for future research to apply motivational theories from SDT to studies on stroke rehabilitation and videogames.

  2. Age-Related Cognitive Effects of Videogame Playing Across the Adult Life span.

    PubMed

    Wang, Ping; Zhu, Xing-Ting; Liu, Han-Hui; Zhang, Yi-Wen; Hu, Yang; Li, Hui-Jie; Zuo, Xi-Nian

    2017-08-01

    Previous studies found positive influences of videogame playing on cognition. However, the age-related and task-related effects of videogame experience across the adult life span are still unknown. The current study aimed to systematically investigate this question. The current study used the cross-sectional approach. A total of 166 participants (84 videogame players [VGPs], 82 nonvideogame players [NVGPs]) at the age of 18-80 in the present study were recruited, including 62 young adults aged from 18 to 34 (35 VGPs, 27 NVGPs), 55 middle-aged adults aged between 35 and 59 (24 VGPs, 31 NVGPs), and 49 older adults aged between 60 and 80 (25 VGPs, 24 NVGPs). 1,2 A series of neuropsychological tests from different cognitive domains, including processing speed, visuospatial, attention, memory, and executive function, were conducted on participants. The age-related effects demonstrated that young and older adults benefited more from videogame experience than middle-aged adults. The task-related effects showed that VGPs benefited more from videogame experience in processing speed and visuospatial processing; next was executive function and attention, while no benefits in memory. The effect sizes suggested that the difference in extent between VGPs and NVGPs in processing speed and visuospatial processing is moderate, in attention and executive function is small, and in memory is negligible. The current findings support the beneficial effects and transfer effects of videogame experience; however, the effects presented age-specific and task-specific characteristics. The results provide useful insights for future videogame intervention studies for healthy adults of different ages.

  3. Use of television, videogames, and computer among children and adolescents in Italy.

    PubMed

    Patriarca, Alessandro; Di Giuseppe, Gabriella; Albano, Luciana; Marinelli, Paolo; Angelillo, Italo F

    2009-05-13

    This survey determined the practices about television (video inclusive), videogames, and computer use in children and adolescents in Italy. A self-administered anonymous questionnaire covered socio-demographics; behaviour about television, videogames, computer, and sports; parental control over television, videogames, and computer. Overall, 54.1% and 61% always ate lunch or dinner in front of the television, 89.5% had a television in the bedroom while 52.5% of them always watched television there, and 49% indicated that parents controlled the content of what was watched on television. The overall mean length of time daily spent on television viewing (2.8 hours) and the frequency of watching for at least two hours per day (74.9%) were significantly associated with older age, always ate lunch or dinner while watching television, spent more time playing videogames and using computer. Those with parents from a lower socio-economic level were also more likely to spend more minutes viewing television. Two-thirds played videogames for 1.6 daily hours and more time was spent by those younger, males, with parents that do not control them, who watched more television, and who spent more time at the computer. The computer was used by 85% of the sample for 1.6 daily hours and those older, with a computer in the bedroom, with a higher number of computers in home, who view more television and play videogames were more likely to use the computer. Immediate and comprehensive actions are needed in order to diminish time spent at the television, videogames, and computer.

  4. Use of television, videogames, and computer among children and adolescents in Italy

    PubMed Central

    Patriarca, Alessandro; Di Giuseppe, Gabriella; Albano, Luciana; Marinelli, Paolo; Angelillo, Italo F

    2009-01-01

    Background This survey determined the practices about television (video inclusive), videogames, and computer use in children and adolescents in Italy. Methods A self-administered anonymous questionnaire covered socio-demographics; behaviour about television, videogames, computer, and sports; parental control over television, videogames, and computer. Results Overall, 54.1% and 61% always ate lunch or dinner in front of the television, 89.5% had a television in the bedroom while 52.5% of them always watched television there, and 49% indicated that parents controlled the content of what was watched on television. The overall mean length of time daily spent on television viewing (2.8 hours) and the frequency of watching for at least two hours per day (74.9%) were significantly associated with older age, always ate lunch or dinner while watching television, spent more time playing videogames and using computer. Those with parents from a lower socio-economic level were also more likely to spend more minutes viewing television. Two-thirds played videogames for 1.6 daily hours and more time was spent by those younger, males, with parents that do not control them, who watched more television, and who spent more time at the computer. The computer was used by 85% of the sample for 1.6 daily hours and those older, with a computer in the bedroom, with a higher number of computers in home, who view more television and play videogames were more likely to use the computer. Conclusion Immediate and comprehensive actions are needed in order to diminish time spent at the television, videogames, and computer. PMID:19439070

  5. The effect of presleep video-game playing on adolescent sleep.

    PubMed

    Weaver, Edward; Gradisar, Michael; Dohnt, Hayley; Lovato, Nicole; Douglas, Paul

    2010-04-15

    Video-game use before bedtime has been linked with poor sleep outcomes for adolescents; however, experimental evidence to support this link is sparse. The present study investigated the capacity of presleep video-game playing to extend sleep latency and reduce subjective feelings of sleepiness in adolescents. The arousing psychophysiologic mechanisms involved and the impact of presleep video-game playing on sleep architecture were also explored. Thirteen male adolescent "evening types" (mean age = 16.6 years, SD = 1.1) participated in a counterbalanced, within-subjects design with experimental (active video gaming) and control (passive DVD watching) conditions. The experiment was conducted in the Flinders University Sleep Research Laboratory. Relative to the control condition, presleep video-game playing increased sleep-onset latency (Z= 2.45, p= .01) and reduced subjective sleepiness (Z = 2.36, p = .02)-but only slightly. Video gaming was related to changes in cognitive alertness (as measured by a power: p < 0.01) but not physiologic arousal (as measured by heart rate: p > 0.05). Contrary to previous findings, sleep architecture was unaffected (both rapid eye movement and slow wave sleep: p > 0.05). Results suggest the direct effect of presleep video-game playing on adolescent sleep may be more modest than previously thought, suggesting that surveys linking stimulating presleep activities to poor sleep need substantiating with empirical evidence.

  6. The Semiotic Construction of Values in the Videogame Watch Dogs

    ERIC Educational Resources Information Center

    Lowien, Nathan

    2016-01-01

    The past decade has seen videogames become an important facet in the economic and cultural tapestry of the 21st century. However, while the Australian Curriculum: English (ACE) advocates the teaching of multimodal texts (ACARA, 2016), videogames have been neglected within the curriculum. Nevertheless, such a significant aspect of popular 21st…

  7. Physiological Responses and Hedonics During Prolonged Physically Interactive Videogame Play.

    PubMed

    Santo, Antonio S; Barkley, Jacob E; Hafen, Paul S; Navalta, James

    2016-04-01

    This study was designed to assess physiologic responses and hedonics (i.e., liking) during prolonged physically interactive videogame play. Participants (n = 24) completed three 30-minute videogame conditions on separate days in a random order. During two of the conditions participants played physically interactive videogames (Nintendo of America, Inc. [Redmond, WA] "Wii™ Fit" "Basic Run" and "Basic Step"). During the third condition participants played a traditional/sedentary game ("Tanks!"), which required minimal physical movement for gameplay. Oxygen consumption (VO2) was assessed using indirect calorimetry throughout each condition and averaged every 5 minutes. Liking was assessed via visual analog scale at the 15- and 30-minute time points during each condition. Mean VO2 was significantly (P < 0.001) greater during "Basic Run" (16.14 ± 5.8 mL/kg/minute, 4.6 ± 1.7 metabolic equivalents [METs]) than either "Basic Step" (11.4 ± 1.7 mL/kg/minute, 3.3 ± 0.5 METs) or the traditional/sedentary videogame (5.39 ± 1.0 mL/kg/minute, 1.5 ± 0.1 METs). "Basic Step" was also greater (P < 0.001) than the traditional/sedentary game. VO2 did not significantly (P = 0.25) fluctuate across the 30-minute session for any game. In other words, participants maintained a consistent physiologic intensity throughout each 30-minute condition. There were no differences (P ≥ 0.20) across gaming conditions or time for liking. Participants achieved and maintained moderate-intensity physical activity (≥3.0 METs) during both 30-minute physically interactive videogame conditions. Furthermore, because liking was similar across all gaming conditions, participants may be willing to substitute the physically interactive videogames in place of the traditional/sedentary game.

  8. Efficient and Effective Change Principles in Active Videogames

    PubMed Central

    Fenner, Ashley A.; Howie, Erin K.; Feltz, Deborah L.; Gray, Cindy M.; Lu, Amy Shirong; Mueller, Florian “Floyd”; Simons, Monique; Barnett, Lisa M.

    2015-01-01

    Abstract Active videogames have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This article considers a range of principles that may be important to the design of effective and efficient active videogames from diverse discipline areas, including behavioral sciences (health behavior change, motor learning, and serious games), business production (marketing and sales), and technology engineering and design (human–computer interaction/ergonomics and flow). Both direct and indirect pathways to impact on population levels of habitual physical activity are proposed, along with the concept of a game use lifecycle. Examples of current active and sedentary electronic games are used to understand how such principles may be applied. Furthermore, limitations of the current usage of theoretical principles are discussed. A suggested list of principles for best practice in active videogame design is proposed along with suggested research ideas to inform practice to enhance physical activity. PMID:26181680

  9. Efficient and Effective Change Principles in Active Videogames.

    PubMed

    Straker, Leon M; Fenner, Ashley A; Howie, Erin K; Feltz, Deborah L; Gray, Cindy M; Lu, Amy Shirong; Mueller, Florian Floyd; Simons, Monique; Barnett, Lisa M

    2015-02-01

    Active videogames have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This article considers a range of principles that may be important to the design of effective and efficient active videogames from diverse discipline areas, including behavioral sciences (health behavior change, motor learning, and serious games), business production (marketing and sales), and technology engineering and design (human-computer interaction/ergonomics and flow). Both direct and indirect pathways to impact on population levels of habitual physical activity are proposed, along with the concept of a game use lifecycle. Examples of current active and sedentary electronic games are used to understand how such principles may be applied. Furthermore, limitations of the current usage of theoretical principles are discussed. A suggested list of principles for best practice in active videogame design is proposed along with suggested research ideas to inform practice to enhance physical activity.

  10. Active Videogaming for Individuals with Severe Movement Disorders: Results from a Community Study.

    PubMed

    Chung, Peter J; Vanderbilt, Douglas L; Schrager, Sheree M; Nguyen, Eugene; Fowler, Eileen

    2015-06-01

    Active videogaming (AVG) has potential to provide positive health outcomes for individuals with cerebral palsy (CP), but their use for individuals with severe motor impairments is limited. Our objective was to evaluate the accessibility and enjoyment of videogames using the Kinect™ (Microsoft, Redmond, WA) with the Flexible Action and Articulated Skeleton Toolkit (FAAST) system (University of Southern California Institute for Creative Technologies, Los Angeles, CA) for individuals with severely limiting CP. A videogaming system was installed in a community center serving adults with CP, and a staff member was instructed in its use. Participants completed a baseline survey assessing demographics, mobility, and prior videogame experience; they then used the FAAST system with Kinect and completed a 5-point Likert survey to assess their experience. Descriptive statistics assessed overall enjoyment of the system, and Mann-Whitney U tests were conducted to determine whether responses differed by demographic factors, mobility, or prior videogame experience. Twenty-two subjects were recruited. The enjoyment scale demonstrated high internal consistency (Cronbach's alpha=0.88). The mean total enjoyment score was 4.24 out of 5. Median scores did not significantly differ by ethnicity, gender, CP severity, or previous videogame exposure. The FAAST with Kinect is a low-cost system that engages individuals with severe movement disorders across a wide range of physical ability and videogame experience. Further research should be conducted on in-home use, therapeutic applications, and potential benefits for socialization.

  11. Exploring the representation of health in videogames: a content analysis.

    PubMed

    Brooksby, Alan

    2008-12-01

    Early qualitative work has suggested that videogame players see the concept of health as an important part of the gaming interface, but the way health is shown in games is commonly considered to be simplistic. The aim of this study is to explore further ways in which the concept of health is represented in videogames beyond its most common usage in the interface. Ten videogames were analyzed for content in mobility, ability, psychology, social, and pain dimensions by coding 15 minutes of videotaped play. Pain was the category that was overwhelmingly represented in this sample, with the social category the second most common. Further work is needed to explore the impact on play experience.

  12. 14. DETAIL OF EAST END OF CENTRAL CONTROL CONSOLE IN ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    14. DETAIL OF EAST END OF CENTRAL CONTROL CONSOLE IN SLC-3W CONTROL ROOM SHOWING BLANK PANEL AND COMPLEX SAFETY OFFICER PANEL. CONSOLES AND CHAIRS NEAR NORTH WALL IN BACKGROUND. - Vandenberg Air Force Base, Space Launch Complex 3, Launch Operations Building, Napa & Alden Roads, Lompoc, Santa Barbara County, CA

  13. New developments on the neurobiological and pharmaco-genetic mechanisms underlying internet and videogame addiction.

    PubMed

    Weinstein, Aviv; Lejoyeux, Michel

    2015-03-01

    There is emerging evidence that the psychobiological mechanisms underlying behavioral addictions such as internet and videogame addiction resemble those of addiction for substances of abuse. Review of brain imaging, treatment and genetic studies on videogame and internet addiction. Literature search of published articles between 2009 and 2013 in Pubmed using "internet addiction" and "videogame addiction" as the search word. Twenty-nine studies have been selected and evaluated under the criteria of brain imaging, treatment, and genetics. Brain imaging studies of the resting state have shown that long-term internet game playing affected brain regions responsible for reward, impulse control and sensory-motor coordination. Brain activation studies have shown that videogame playing involved changes in reward and loss of control and that gaming pictures have activated regions similarly to those activated by cue-exposure to drugs. Structural studies have shown alterations in the volume of the ventral striatum possible as result of changes in reward. Furthermore, videogame playing was associated with dopamine release similar in magnitude to those of drugs of abuse and that there were faulty inhibitory control and reward mechanisms videogame addicted individuals. Finally, treatment studies using fMRI have shown reduction in craving for videogames and reduced associated brain activity. Videogame playing may be supported by similar neural mechanisms underlying drug abuse. Similar to drug and alcohol abuse, internet addiction results in sub-sensitivity of dopamine reward mechanisms. Given the fact that this research is in its early stage it is premature to conclude that internet addiction is equivalent to substance addictions. © American Academy of Addiction Psychiatry.

  14. Power console development for NASA's electric propulsion outreach program

    NASA Technical Reports Server (NTRS)

    Pinero, Luis R.; Patterson, Michael J.; Satterwhite, Vincent E.

    1993-01-01

    NASA LeRC is developing a 30 cm diameter xenon ion thruster for auxiliary and primary propulsion applications. To maximize expectations for user-acceptance of ion propulsion technology, NASA LeRC, through their Electric Propulsion Outreach Program, is providing sectors of industry with portable power consoles for operation of 5 KW-class xenon ion thrusters. This power console provides all necessary functions to permit thruster operations over a 0.5-5 KW envelope under both manual and automated control. These functions include the following: discharge, cathode heater, neutralizer keeper, and neutralizer heater currents, screen and accelerator voltages, and a gas feed system to regulate and control propellant flow to the thruster. An electronic circuit monitors screen and accelerator currents and controls arcing events. The power console was successfully integrated with the NASA 30 cm thruster.

  15. Social Referencing Gaze Behavior during a Videogame Task: Eye Tracking Evidence from Children with and without ASD

    ERIC Educational Resources Information Center

    Finke, Erinn H.; Wilkinson, Krista M.; Hickerson, Benjamin D.

    2017-01-01

    The purpose of this study was to understand the social referencing behaviors of children with and without autism spectrum disorder (ASD) while visually attending to a videogame stimulus depicting both the face of the videogame player and the videogame play action. Videogames appear to offer a uniquely well-suited environment for the emergence of…

  16. The case for causal influences of action videogame play upon vision and attention.

    PubMed

    Kristjánsson, Árni

    2013-05-01

    Over the past decade, exciting findings have surfaced suggesting that routine action videogame play improves attentional and perceptual skills. Apparently, performance during multiple-object tracking, useful-field-of-view tests, and task switching improves, contrast sensitivity and spatial-resolution thresholds decrease, and the attentional blink and backward masking are lessened by short-term training on action videogames. These are remarkable findings showing promise for the training of attention and the treatment of disorders of attentional function. While the findings are interesting, evidence of causal influences of videogame play is not as strong as is often claimed. In many studies, observers with game play experience and those without are tested. Such studies do not address causality, since preexisting differences are not controlled for. Other studies investigate the training of videogame play, with some evidence of training benefits. Methodological shortcomings and potential confounds limit their impact, however, and they have not always been replicated. No longitudinal studies on videogame training exist, but these may be required to provide conclusive answers about any benefits of videogame training and any interaction with preexisting differences. Suggestions for methodological improvement are made here, including recommendations for longitudinal studies. Such studies may become crucial for the field of attentional training to reach its full potential.

  17. Playing shooter and driving videogames improves top-down guidance in visual search.

    PubMed

    Wu, Sijing; Spence, Ian

    2013-05-01

    Playing action videogames is known to improve visual spatial attention and related skills. Here, we showed that playing action videogames also improves classic visual search, as well as the ability to locate targets in a dual search that mimics certain aspects of an action videogame. In Experiment 1A, first-person shooter (FPS) videogame players were faster than nonplayers in both feature search and conjunction search, and in Experiment 1B, they were faster and more accurate in a peripheral search and identification task while simultaneously performing a central search. In Experiment 2, we showed that 10 h of play could improve the performance of nonplayers on each of these tasks. Three different genres of videogames were used for training: two action games and a 3-D puzzle game. Participants who played an action game (either an FPS or a driving game) achieved greater gains on all search tasks than did those who trained using the puzzle game. Feature searches were faster after playing an action videogame, suggesting that players developed a better target template to guide search in a top-down manner. The results of the dual search suggest that, in addition to enhancing the ability to divide attention, playing an action game improves the top-down guidance of attention to possible target locations. The results have practical implications for the development of training tools to improve perceptual and cognitive skills.

  18. Know Thy Learner: User Characteristics Underlying Effective Videogame-Based Training

    NASA Technical Reports Server (NTRS)

    Orvis, Karin A.; Horn, Daniel B.; Belanich, James

    2008-01-01

    Some proponents of training games argue that younger adults (Soldiers) are part of the "digital"or "twitch" generation, having grown up uing computers and playing videogames (e.g.,Prensky,2001). The Entertainment Software Association (ESA) reports that 69%of American heads of households play computer and/or videogames. "65% of college students reported being regular or occasional game players" (Jones, 2003).

  19. 27. LAUNCH CONTROL CAPSULE. ACOUSTICAL ENCLOSURE. COMMUNICATIONS CONSOLE AT LEFT; ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    27. LAUNCH CONTROL CAPSULE. ACOUSTICAL ENCLOSURE. COMMUNICATIONS CONSOLE AT LEFT; LAUNCH CONTROL CONSOLE AT RIGHT. PADLOCKED PANEL AT TOP CENTER CONTAINS MISSILE LAUNCH KEYS. SHOCK ISOLATOR AT FAR LEFT. VIEW TO EAST. - Minuteman III ICBM Launch Control Facility November-1, 1.5 miles North of New Raymer & State Highway 14, New Raymer, Weld County, CO

  20. Can Videogames Be Used to Develop the Infant Stage Educational Curriculum?

    ERIC Educational Resources Information Center

    Marín Díaz, Verónica; Martín-Párraga, Javier

    2014-01-01

    The utilization of videogames is not too common due to their consideration as an element that interferes with the educational and learning process. Thus, few teachers are ready to include videogames as didactic tools. Nevertheless, some educators who consider that they have a potential to become didactic tools are progressively adopting videogames…

  1. Scientific rigor through videogames.

    PubMed

    Treuille, Adrien; Das, Rhiju

    2014-11-01

    Hypothesis-driven experimentation - the scientific method - can be subverted by fraud, irreproducibility, and lack of rigorous predictive tests. A robust solution to these problems may be the 'massive open laboratory' model, recently embodied in the internet-scale videogame EteRNA. Deploying similar platforms throughout biology could enforce the scientific method more broadly. Copyright © 2014 Elsevier Ltd. All rights reserved.

  2. 25. VIEW OF ATLAS CONTROL CONSOLE NEAR NORTHEAST CORNER OF ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    25. VIEW OF ATLAS CONTROL CONSOLE NEAR NORTHEAST CORNER OF SLC-3W CONTROL ROOM. CONSOLE INCLUDES TELEVISION CONTROL, FACILITIES, AND VEHICLE (MISSILE) POWER PANELS. FROM LEFT TO RIGHT IN BACKGROUND: MILITARY-TIME CLOCK, BASE OF BUNKER PERISCOPE, AND STAIRS TO ESCAPE TUNNEL. - Vandenberg Air Force Base, Space Launch Complex 3, Launch Operations Building, Napa & Alden Roads, Lompoc, Santa Barbara County, CA

  3. Cognitive pitfall! Videogame players are not immune to dual-task costs.

    PubMed

    Donohue, Sarah E; James, Brittany; Eslick, Andrea N; Mitroff, Stephen R

    2012-07-01

    With modern technological advances, we often find ourselves dividing our attention between multiple tasks. While this may seem a productive way to live, our attentional capacity is limited, and this yields costs in one or more of the many tasks that we try to do. Some people believe that they are immune to the costs of multitasking and commonly engage in potentially dangerous behavior, such as driving while talking on the phone. But are some groups of individuals indeed immune to dual-task costs? This study examines whether avid action videogame players, who have been shown to have heightened attentional capacities, are particularly adept multitaskers. Participants completed three visually demanding experimental paradigms (a driving videogame, a multiple-object-tracking task, and a visual search), with and without answering unrelated questions via a speakerphone (i.e., with and without a dual-task component). All of the participants, videogame players and nonvideogame players alike, performed worse while engaging in the additional dual task for all three paradigms. This suggests that extensive videogame experience may not offer immunity from dual-task costs.

  4. Gaming well: links between videogames and flourishing mental health

    PubMed Central

    Jones, Christian M.; Scholes, Laura; Johnson, Daniel; Katsikitis, Mary; Carras, Michelle C.

    2014-01-01

    This paper is a review of the state of play of research linking videogaming and flourishing, and explores the role of videogames and technology to improve mental health and well-being. Its purpose is to develop understandings about the positive intersection of gaming and well-being, to document evidence regarding links between videogames and positive mental health, and to provide guidelines for use by other researchers as they design and use tools and games to improve mental health and well-being. Using Huppert's (Huppert and So, 2013) proposition that to flourish is more than the absence of mental disorder but rather a combination of feeling good and functioning effectively, resulting in high levels of mental well-being, and Seligman's (Seligman, 2011) PERMA theory of well-being, the paper identifies strengths in existing games that generate positive affect, positive functioning, and positive social functioning, contributing to, and supporting mental health and well-being. PMID:24744743

  5. Gaming well: links between videogames and flourishing mental health.

    PubMed

    Jones, Christian M; Scholes, Laura; Johnson, Daniel; Katsikitis, Mary; Carras, Michelle C

    2014-01-01

    This paper is a review of the state of play of research linking videogaming and flourishing, and explores the role of videogames and technology to improve mental health and well-being. Its purpose is to develop understandings about the positive intersection of gaming and well-being, to document evidence regarding links between videogames and positive mental health, and to provide guidelines for use by other researchers as they design and use tools and games to improve mental health and well-being. Using Huppert's (Huppert and So, 2013) proposition that to flourish is more than the absence of mental disorder but rather a combination of feeling good and functioning effectively, resulting in high levels of mental well-being, and Seligman's (Seligman, 2011) PERMA theory of well-being, the paper identifies strengths in existing games that generate positive affect, positive functioning, and positive social functioning, contributing to, and supporting mental health and well-being.

  6. C-TIC Console Operator's User Manual

    DOT National Transportation Integrated Search

    1996-07-01

    The C-TIC Console Operator's User Manual is designed to assist the operator at : the Corridor Transportation Information Center with the navigation and use of : the application programs in the C-TIC. This document will concentrate solely on : the ext...

  7. Story Immersion of Videogames for Youth Health Promotion: A Review of Literature

    PubMed Central

    Baranowski, Tom; Thompson, Debbe; Buday, Richard

    2012-01-01

    Abstract This article reviews research in the fields of psychology, literature, communication, human–computer interaction, public health, and consumer behavior on narrative and its potential relationships with videogames and story immersion. It also reviews a narrative's role in complementing behavioral change theories and the potential of story immersion for health promotion through videogames. Videogames have potential for health promotion and may be especially promising when attempting to reach youth. An understudied characteristic of videogames is that many contain a narrative, or story. Story immersion (transportation) is a mechanism through which a narrative influences players' cognition, affect, and, potentially, health behavior. Immersion promotes the suspension of disbelief and the reduction of counterarguments, enables the story experience as a personal experience, and creates the player's deep affection for narrative protagonists. Story immersion complements behavioral change theories, including the Theory of Planned Behavior, Social Cognitive Theory, and Self-Determination Theory. Systematic investigations are needed to realize the powerful potential of interactive narratives within theory-driven research. PMID:24416639

  8. A Systematic Review of Health Videogames on Childhood Obesity Prevention and Intervention.

    PubMed

    Lu, Amy Shirong; Kharrazi, Hadi; Gharghabi, Fardad; Thompson, Debbe

    2013-06-01

    Childhood obesity is a global epidemic. Health videogames are an emerging intervention strategy to combat childhood obesity. This systematic review examined published research on the effect of health videogames on childhood obesity. Fourteen articles examining 28 health videogames published between 2005 and 2013 in English were selected from 2433 articles identified through five major search engines. Results indicated that academic interest in using health videogames for childhood obesity prevention has increased during this time. Most games were commercially available. Most studies were of short duration. Diverse player and game play patterns have been identified. Most studies involved players of both genders with slightly more boys. The majority of players were non-white. Most studies had the players play the games at home, whereas some extended the play setting to school and sports/recreational facilities. Most of the games were commercially available. Positive outcomes related to obesity were observed in about 40 percent of the studies, all of which targeted overweight or obese participants.

  9. A Systematic Review of Health Videogames on Childhood Obesity Prevention and Intervention

    PubMed Central

    Kharrazi, Hadi; Gharghabi, Fardad; Thompson, Debbe

    2013-01-01

    Abstract Childhood obesity is a global epidemic. Health videogames are an emerging intervention strategy to combat childhood obesity. This systematic review examined published research on the effect of health videogames on childhood obesity. Fourteen articles examining 28 health videogames published between 2005 and 2013 in English were selected from 2433 articles identified through five major search engines. Results indicated that academic interest in using health videogames for childhood obesity prevention has increased during this time. Most games were commercially available. Most studies were of short duration. Diverse player and game play patterns have been identified. Most studies involved players of both genders with slightly more boys. The majority of players were non-white. Most studies had the players play the games at home, whereas some extended the play setting to school and sports/recreational facilities. Most of the games were commercially available. Positive outcomes related to obesity were observed in about 40 percent of the studies, all of which targeted overweight or obese participants. PMID:24353906

  10. Story Immersion of Videogames for Youth Health Promotion: A Review of Literature.

    PubMed

    Lu, Amy Shirong; Baranowski, Tom; Thompson, Debbe; Buday, Richard

    2012-06-01

    This article reviews research in the fields of psychology, literature, communication, human-computer interaction, public health, and consumer behavior on narrative and its potential relationships with videogames and story immersion. It also reviews a narrative's role in complementing behavioral change theories and the potential of story immersion for health promotion through videogames. Videogames have potential for health promotion and may be especially promising when attempting to reach youth. An understudied characteristic of videogames is that many contain a narrative, or story. Story immersion (transportation) is a mechanism through which a narrative influences players' cognition, affect, and, potentially, health behavior. Immersion promotes the suspension of disbelief and the reduction of counterarguments, enables the story experience as a personal experience, and creates the player's deep affection for narrative protagonists. Story immersion complements behavioral change theories, including the Theory of Planned Behavior, Social Cognitive Theory, and Self-Determination Theory. Systematic investigations are needed to realize the powerful potential of interactive narratives within theory-driven research.

  11. Duckneglect: video-games based neglect rehabilitation.

    PubMed

    Mainetti, R; Sedda, A; Ronchetti, M; Bottini, G; Borghese, N A

    2013-01-01

    Video-games are becoming a common tool to guide patients through rehabilitation because of their power of motivating and engaging their users. Video-games may also be integrated into an infrastructure that allows patients, discharged from the hospital, to continue intensive rehabilitation at home under remote monitoring by the hospital itself, as suggested by the recently funded Rewire project. Goal of this work is to describe a novel low cost platform, based on video-games, targeted to neglect rehabilitation. The patient is guided to explore his neglected hemispace by a set of specifically designed games that ask him to reach targets, with an increasing level of difficulties. Visual and auditory cues helped the patient in the task and are progressively removed. A controlled randomization of scenarios, targets and distractors, a balanced reward system and music played in the background, all contribute to make rehabilitation more attractive, thus enabling intensive prolonged treatment. Results from our first patient, who underwent rehabilitation for half an hour, for five days a week for one month, showed on one side a very positive attitude of the patient towards the platform for the whole period, on the other side a significant improvement was obtained. Importantly, this amelioration was confirmed at a follow up evaluation five months after the last rehabilitation session and generalized to everyday life activities. Such a system could well be integrated into a home based rehabilitation system.

  12. The impact of prolonged violent video-gaming on adolescent sleep: an experimental study.

    PubMed

    King, Daniel L; Gradisar, Michael; Drummond, Aaron; Lovato, Nicole; Wessel, Jason; Micic, Gorica; Douglas, Paul; Delfabbro, Paul

    2013-04-01

    Video-gaming is an increasingly prevalent activity among children and adolescents that is known to influence several areas of emotional, cognitive and behavioural functioning. Currently there is insufficient experimental evidence about how extended video-game play may affect adolescents' sleep. The aim of this study was to investigate the short-term impact of adolescents' prolonged exposure to violent video-gaming on sleep. Seventeen male adolescents (mean age = 16 ± 1 years) with no current sleep difficulties played a novel, fast-paced, violent video-game (50 or 150 min) before their usual bedtime on two different testing nights in a sleep laboratory. Objective (polysomnography-measured sleep and heart rate) and subjective (single-night sleep diary) measures were obtained to assess the arousing effects of prolonged gaming. Compared with regular gaming, prolonged gaming produced decreases in objective sleep efficiency (by 7 ± 2%, falling below 85%) and total sleep time (by 27 ± 12 min) that was contributed by a near-moderate reduction in rapid eye movement sleep (Cohen's d = 0.48). Subjective sleep-onset latency significantly increased by 17 ± 8 min, and there was a moderate reduction in self-reported sleep quality after prolonged gaming (Cohen's d = 0.53). Heart rate did not differ significantly between video-gaming conditions during pre-sleep game-play or the sleep-onset phase. Results provide evidence that prolonged video-gaming may cause clinically significant disruption to adolescent sleep, even when sleep after video-gaming is initiated at normal bedtime. However, physiological arousal may not necessarily be the mechanism by which technology use affects sleep. © 2012 European Sleep Research Society.

  13. [Videogames risks: diagnosis and management].

    PubMed

    Tisseron, S

    2009-01-01

    Videogames accompany teenagers from childhood to adulthood, because they are the stage of their fantasies and hopes. But they are dangerous when teenagers are insecure, when they have lived early sufferings, or when they have a bad self-esteem. Doctor must in the same time advice the parents, and appreciate the gravity.

  14. Energy expended playing video console games: an opportunity to increase children's physical activity?

    PubMed

    Maddison, Ralph; Mhurchu, Cliona Ni; Jull, Andrew; Jiang, Yannan; Prapavessis, Harry; Rodgers, Anthony

    2007-08-01

    This study sought to quantify the energy expenditure and physical activity associated with playing the "new generation" active and nonactive console-based video games in 21 children ages 10-14 years. Energy expenditure (kcal) derived from oxygen consumption (VO2) was continuously assessed while children played nonactive and active console video games. Physical activity was assessed continuously using the Actigraph accelerometer. Significant (p < .001) increases from baseline were found for energy expenditure (129-400%), heart rate (43-84%), and activity counts (122-1288 versus 0-23) when playing the active console video games. Playing active console video games over short periods of time is similar in intensity to light to moderate traditional physical activities such as walking, skipping, and jogging.

  15. Development of Japanese experiment module remote manipulator system

    NASA Technical Reports Server (NTRS)

    Matsueda, Tatsuo; Kuwao, Fumihiro; Motohasi, Shoichi; Okamura, Ryo

    1994-01-01

    National Space Development Agency of Japan (NASDA) is developing the Japanese Experiment Module (JEM), as its contribution to the International Space Station. The JEM consists of the pressurized module (PM), the exposed facility (EF), the experiment logistics module pressurized section (ELM-PS), the experiment logistics module exposed section (ELM-ES) and the Remote Manipulator System (RMS). The JEMRMS services for the JEM EF, which is a space experiment platform, consists of the Main Arm (MA), the Small Fine Arm (SFA) and the RMS console. The MA handles the JEM EF payloads, the SFA and the JEM element, such as ELM-ES.

  16. 10. PAYLOAD CONTROL CONSOLE NEAR SOUTH WALL OF SLC3W CONTROL ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    10. PAYLOAD CONTROL CONSOLE NEAR SOUTH WALL OF SLC-3W CONTROL ROOM. DECALS ON CONSOLE IN FOREGROUND INDICATE PAYLOAD PROGRAMS LAUNCHED FROM SLC-3W. - Vandenberg Air Force Base, Space Launch Complex 3, Launch Operations Building, Napa & Alden Roads, Lompoc, Santa Barbara County, CA

  17. 9. PAYLOAD CONTROL CONSOLE NEAR EAST WALL OF SLC3W CONTROL ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    9. PAYLOAD CONTROL CONSOLE NEAR EAST WALL OF SLC-3W CONTROL ROOM. PAYLOAD CONTROLS INSTALLED IN CONSOLE BY THE PAYLOAD SPONSOR PRIOR TO EACH LAUNCH. - Vandenberg Air Force Base, Space Launch Complex 3, Launch Operations Building, Napa & Alden Roads, Lompoc, Santa Barbara County, CA

  18. Video game console usage and US national energy consumption: Results from a field-metering study

    DOE PAGES

    Desroches, Louis-Benoit; Greenblatt, Jeffery B.; Pratt, Stacy; ...

    2014-10-23

    There has been an increased in attention placed on the energy consumption of miscellaneous electronic loads in buildings by energy analysts and policymakers in recent years. The share of electricity consumed by consumer electronics in US households has increased in the last decade. Many devices, however, lack robust energy use data, making energy consumption estimates difficult and uncertain. Video game consoles are high-performance machines present in approximately half of all households and can consume a considerable amount of power. The precise usage of game consoles has significant uncertainty, however, leading to a wide range of recent national energy consumption estimates.more » We present here an analysis based on field-metered usage data, collected as part of a larger field metering study in the USA. This larger study collected data from 880 households in 2012 on a variety of devices, including 113 game consoles (the majority of which are Generation 7 consoles). From our metering, we find that although some consoles are left on nearly 24 h/day, the overall average usage is lower than many other studies have assumed, leading to a US national energy consumption estimate of 7.1 TWh in 2012. Nevertheless, there is an opportunity to reduce energy use with proper game console power management, as a substantial amount of game console usage occurs with the television turned off. The emergence of Generation 8 consoles may increase national energy consumption.« less

  19. Video game console usage and US national energy consumption: Results from a field-metering study

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Desroches, Louis-Benoit; Greenblatt, Jeffery B.; Pratt, Stacy

    There has been an increased in attention placed on the energy consumption of miscellaneous electronic loads in buildings by energy analysts and policymakers in recent years. The share of electricity consumed by consumer electronics in US households has increased in the last decade. Many devices, however, lack robust energy use data, making energy consumption estimates difficult and uncertain. Video game consoles are high-performance machines present in approximately half of all households and can consume a considerable amount of power. The precise usage of game consoles has significant uncertainty, however, leading to a wide range of recent national energy consumption estimates.more » We present here an analysis based on field-metered usage data, collected as part of a larger field metering study in the USA. This larger study collected data from 880 households in 2012 on a variety of devices, including 113 game consoles (the majority of which are Generation 7 consoles). From our metering, we find that although some consoles are left on nearly 24 h/day, the overall average usage is lower than many other studies have assumed, leading to a US national energy consumption estimate of 7.1 TWh in 2012. Nevertheless, there is an opportunity to reduce energy use with proper game console power management, as a substantial amount of game console usage occurs with the television turned off. The emergence of Generation 8 consoles may increase national energy consumption.« less

  20. Reading Videogames as (Authorless) Literature

    ERIC Educational Resources Information Center

    Berger, Richard; McDougall, Julian

    2013-01-01

    This article presents the outcomes of research, funded by the Arts and Humanities Research Council in England and informed by work in the fields of new literacy research, gaming studies and the socio-cultural framing of education, for which the videogame "L. A. Noire" was studied within the orthodox framing of the English literature…

  1. Relevance of Videogames in the Learning and Development of Young Children

    ERIC Educational Resources Information Center

    Zhao, Zhuxuan; Linaza-Iglesias, José L.

    2015-01-01

    Introduction: The study was carried out with children of 2nd, 4th and 6th grades of elementary school in order to explore what and how will children learn from a completely new videogame. Method: We organized children from 2nd, 4th and 6th grades of elemental school, giving them chance to play a freshly released videogame by that time. We formed…

  2. Close up view of the center console on the flight ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    Close up view of the center console on the flight deck of the Orbiter Discovery showing the console's instrumentation and controls. The commanders station is located to the left in this view and the pilot's station is to the right in the view. The handle and lever located on the right side of the center console and towards its front is one of a pair, the commander has one on the left of his seat in his station, of Speed Brake/Thrust Controllers. These are dual purpose controllers. During ascent the controller can be use to throttle the main engines and during entry the controllers can be used to control aerodynamic drag by opening or closing the orbiter's speed brake. - Space Transportation System, Orbiter Discovery (OV-103), Lyndon B. Johnson Space Center, 2101 NASA Parkway, Houston, Harris County, TX

  3. Social Referencing Gaze Behavior During a Videogame Task: Eye Tracking Evidence from Children With and Without ASD.

    PubMed

    Finke, Erinn H; Wilkinson, Krista M; Hickerson, Benjamin D

    2017-02-01

    The purpose of this study was to understand the social referencing behaviors of children with and without autism spectrum disorder (ASD) while visually attending to a videogame stimulus depicting both the face of the videogame player and the videogame play action. Videogames appear to offer a uniquely well-suited environment for the emergence of friendships, but it is not known if children with and without ASD attend to and play videogames similarly. Eyetracking technology was used to investigate visual attention of participants matched based on chronological age. Parametric and nonparametric statistical analyses were used and results indicated the groups did not differ on percentage of time spent visually attending to any of the areas of interest, with one possible exception.

  4. Story Immersion in a Health Videogame for Childhood Obesity Prevention.

    PubMed

    Lu, Amy Shirong; Thompson, Debbe; Baranowski, Janice; Buday, Richard; Baranowski, Tom

    2012-02-15

    Stories can serve as powerful tools for health interventions. Story immersion refers to the experience of being absorbed in a story. This is among the first studies to analyze story immersion's role in health videogames among children by addressing two main questions: Will children be more immersed when the main characters are similar to them? Do increased levels of immersion relate to more positive health outcomes? Eighty-seven 10-12-year-old African-American, Caucasian, and Hispanic children from Houston, TX, played a health videogame, "Escape from Diab" (Archimage, Houston, TX), featuring a protagonist with both African-American and Hispanic phenotypic features. Children's demographic information, immersion, and health outcomes (i.e., preference, motivation, and self-efficacy) were recorded and then correlated and analyzed. African-American and Hispanic participants reported higher immersion scores than Caucasian participants ( P = 0.01). Story immersion correlated positively ( P values < 0.03) with an increase in Fruit and Vegetable Preference ( r = 0.27), Intrinsic Motivation for Water ( r = 0.29), Vegetable Self-Efficacy ( r = 0.24), and Physical Activity Self-Efficacy ( r = 0.32). Ethnic similarity between videogame characters and players enhanced immersion and several health outcomes. Effectively embedding characters with similar phenotypic features to the target population in interactive health videogame narratives may be important when motivating children to adopt obesity prevention behaviors.

  5. Story Immersion in a Health Videogame for Childhood Obesity Prevention

    PubMed Central

    Thompson, Debbe; Baranowski, Janice; Buday, Richard; Baranowski, Tom

    2012-01-01

    Abstract Objective Stories can serve as powerful tools for health interventions. Story immersion refers to the experience of being absorbed in a story. This is among the first studies to analyze story immersion's role in health videogames among children by addressing two main questions: Will children be more immersed when the main characters are similar to them? Do increased levels of immersion relate to more positive health outcomes? Subjects and Methods Eighty-seven 10–12-year-old African-American, Caucasian, and Hispanic children from Houston, TX, played a health videogame, “Escape from Diab” (Archimage, Houston, TX), featuring a protagonist with both African-American and Hispanic phenotypic features. Children's demographic information, immersion, and health outcomes (i.e., preference, motivation, and self-efficacy) were recorded and then correlated and analyzed. Results African-American and Hispanic participants reported higher immersion scores than Caucasian participants (P=0.01). Story immersion correlated positively (P values<0.03) with an increase in Fruit and Vegetable Preference (r=0.27), Intrinsic Motivation for Water (r=0.29), Vegetable Self-Efficacy (r=0.24), and Physical Activity Self-Efficacy (r=0.32). Conclusion Ethnic similarity between videogame characters and players enhanced immersion and several health outcomes. Effectively embedding characters with similar phenotypic features to the target population in interactive health videogame narratives may be important when motivating children to adopt obesity prevention behaviors. PMID:24066276

  6. Console Game-Based Pedagogy: A Study of Primary and Secondary Classroom Learning through Console Video Games

    ERIC Educational Resources Information Center

    Groff, Jennifer S.; Howells, Cathrin; Cranmer, Sue

    2012-01-01

    The main focus of this research project was to identify the educational benefits of console game-based learning in primary and secondary schools. The project also sought to understand how the benefits of educational gaming could transfer to other settings. For this purpose, research was carried out in classrooms in Scotland to explore learning…

  7. Alpha Test of a Videogame to Increase Children's Vegetable Consumption.

    PubMed

    Beltran, Alicia; O'Connor, Teresia; Hughes, Sheryl; Baranowski, Janice; Nicklas, Theresa A; Thompson, Debbe; Baranowski, Tom

    2012-06-01

    This is a report of an alpha test with a computer of one episode of a casual videogame smartphone application, called Kiddio Food Fight™ (Archimage Inc., Houston, TX), targeted at training parents to increase their 3-5-year-old child's vegetable consumption. This was a qualitative study using semistructured interviews. Sixteen parents from three ethnic groups living with their 3-5-year-old child were recruited. Parents provided screening information and informed consent and played the videogame. Afterward, semistructured intensive interviews were conducted about their experience. Parents generally liked the game. Their suggestions included a reduced list of values, rewording of reasons statements, an improved storyline, and feedback during and at the end of the game. The scoring system was ignored or confusing. Problems with the tool bar and game navigation caused problems in performance. A tutorial was requested. Kiddio Food Fight could have positive acceptance among parents with minor modifications. A videogame play could help parents learn effective vegetable parenting practices.

  8. 13. DETAIL OF CENTER OF CENTRAL CONTROL CONSOLE IN SLC3W ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    13. DETAIL OF CENTER OF CENTRAL CONTROL CONSOLE IN SLC-3W CONTROL ROOM SHOWING USAF LAUNCH CONTROLLER AND ASSISTANT USAF LAUNCH CONTROLLER PANELS. CONSOLES AND CHAIRS NEAR NORTH WALL IN BACKGROUND. - Vandenberg Air Force Base, Space Launch Complex 3, Launch Operations Building, Napa & Alden Roads, Lompoc, Santa Barbara County, CA

  9. Extensive video-game experience alters cortical networks for complex visuomotor transformations.

    PubMed

    Granek, Joshua A; Gorbet, Diana J; Sergio, Lauren E

    2010-10-01

    Using event-related functional magnetic resonance imaging (fMRI), we examined the effect of video-game experience on the neural control of increasingly complex visuomotor tasks. Previously, skilled individuals have demonstrated the use of a more efficient movement control brain network, including the prefrontal, premotor, primary sensorimotor and parietal cortices. Our results extend and generalize this finding by documenting additional prefrontal cortex activity in experienced video gamers planning for complex eye-hand coordination tasks that are distinct from actual video-game play. These changes in activation between non-gamers and extensive gamers are putatively related to the increased online control and spatial attention required for complex visually guided reaching. These data suggest that the basic cortical network for processing complex visually guided reaching is altered by extensive video-game play. Crown Copyright © 2009. Published by Elsevier Srl. All rights reserved.

  10. Solitary Active Videogame Play Improves Executive Functioning More Than Collaborative Play for Children with Special Needs.

    PubMed

    Flynn, Rachel M; Colon, Nirmaliz

    2016-12-01

    This pilot study examined the impact of playing an active videogame on executive functioning (EF) skills for children with special needs, who typically have lower EF skills. Acute EF change was measured in 36 children with a range of special needs, including mental health disorders and developmental disabilities. Participants were assigned to one of two active videogame conditions: playing alone and playing with a peer. Two different EF tasks were conducted pre- and postplay. Children who played alone increased their accuracy performance more than children in the paired-play condition on two measures of EF. The study explored potential covariates of prior videogame experience, age, and enjoyment, but none of these variables related to EF change. This study's findings support active videogame play as an activity that can boost EF skills for children with special needs when they play alone. Future research should continue to examine the relationships between EF and active videogame play with a peer to elucidate the contributions of social interactions.

  11. Effects of video-game ownership on young boys' academic and behavioral functioning: a randomized, controlled study.

    PubMed

    Weis, Robert; Cerankosky, Brittany C

    2010-04-01

    Young boys who did not own video games were promised a video-game system and child-appropriate games in exchange for participating in an "ongoing study of child development." After baseline assessment of boys' academic achievement and parent- and teacher-reported behavior, boys were randomly assigned to receive the video-game system immediately or to receive the video-game system after follow-up assessment, 4 months later. Boys who received the system immediately spent more time playing video games and less time engaged in after-school academic activities than comparison children. Boys who received the system immediately also had lower reading and writing scores and greater teacher-reported academic problems at follow-up than comparison children. Amount of video-game play mediated the relationship between video-game ownership and academic outcomes. Results provide experimental evidence that video games may displace after-school activities that have educational value and may interfere with the development of reading and writing skills in some children.

  12. The effect of feedback-assisted reduction in heart rate reactivity on videogame performance.

    PubMed

    Larkin, K T; Manuck, S B; Kasprowicz, A L

    1990-12-01

    In 67 male volunteers, we examined the reduction of cardiovascular responsivity to a psychomotor challenge (videogame) achieved by use of heart rate (HR) feedback and effects of these procedures on concomitant behavioral performance. Each subject participated in a pretraining assessment of his cardiovascular responses to the videogame, a training condition, and a posttraining assessment identical to the initial evaluation. During training, subjects were assigned to one of four conditions: (a) a habituation control group receiving no instructions to alter HR (HC); (b) an instructions-only control group receiving instructions to maintain a low or unchanged HR during videogame presentations (IC); (c) a feedback group receiving instructions to reduce HR using ongoing HR feedback (FB-); or (d) a feedback group receiving instructions to lower HR and given HR feedback plus a score contingency in which total game score was jointly determined by subjects' game performance and success at HR control (FB+). Subjects receiving feedback (FB+, FB-) exhibited greater reductions in HR response to the videogame in the posttraining assessment than control (HC, IC) subjects; FB+ subjects showed greater HR reductions than subjects in any other group. FB+ and FB- subjects showed a lower SBP at posttraining relative to the two control groups, but no reduction in task-induced blood pressure reactivity. There were no group differences in videogame performance, either before or following training.

  13. Frequent video-game playing in young males is associated with central adiposity and high-sugar, low-fibre dietary consumption.

    PubMed

    Mario, Siervo; Hannah, Cameron; Jonathan, Wells C K; Jose, Lara

    2014-12-01

    Video-game playing is associated with an increased obesity risk. The association of video-game playing with body composition, physical activity and eating behaviour was investigated. A total of 45 young males (age range 18-27 years, BMI range 18.5-35.1 kg/m(2)) were recruited. Measurements of body composition and blood pressure were performed. The EPIC-FFQ questionnaire was used to assess dietary intake. A questionnaire battery was administered to assess physical activity, eating behaviour, sleep quality and frequency of video-game playing (hours/week). Subjects were categorised into frequent (>7 h/week) and non-frequent (≤7 h/week) players. Frequent video-game players had greater waist circumference and fat mass. Video-game playing was significantly associated with high added sugar and low fibre consumption. A higher level of dietary restraint was observed in non-frequent video-game users. These preliminary results identify frequent video-game playing as an important lifestyle behaviour which may have important implications for understanding obesity risk in young male adults.

  14. The effects of coping style on virtual reality enhanced videogame distraction in children undergoing cold pressor pain.

    PubMed

    Sil, Soumitri; Dahlquist, Lynnda M; Thompson, Caitlin; Hahn, Amy; Herbert, Linda; Wohlheiter, Karen; Horn, Susan

    2014-02-01

    This study sought to evaluate the effectiveness of virtual reality (VR) enhanced interactive videogame distraction for children undergoing experimentally induced cold pressor pain and examined the role of avoidant and approach coping style as a moderator of VR distraction effectiveness. Sixty-two children (6-13 years old) underwent a baseline cold pressor trial followed by two cold pressor trials in which interactive videogame distraction was delivered both with and without a VR helmet in counterbalanced order. As predicted, children demonstrated significant improvement in pain tolerance during both interactive videogame distraction conditions. However, a differential response to videogame distraction with or without the enhancement of VR technology was not found. Children's coping style did not moderate their response to distraction. Rather, interactive videogame distraction with and without VR technology was equally effective for children who utilized avoidant or approach coping styles.

  15. Learning Lunar Science Through the Selene Videogame

    NASA Astrophysics Data System (ADS)

    Reese, D. D.; Wood, C. A.

    2010-03-01

    Selene is a videogame to promote and assess learning of lunar science concepts. As players build and modify a Moon, Selene measures learning as it occurs. Selene is a model for 21st century learning and embedded assessment.

  16. Relationship Between Use of Videogames and Sexual Health in Adult Males.

    PubMed

    Sansone, Andrea; Sansone, Massimiliano; Proietti, Marco; Ciocca, Giacomo; Lenzi, Andrea; Jannini, Emmanuele A; Romanelli, Francesco

    2017-07-01

    Videogame use is increasingly prevalent in people of all ages, and despite the wide amount of scientific evidence proving a role for electronic entertainment in human health, there is no evidence about the relation between use of videogames and sexual health. To investigate the association between use of videogames and male sexual health. We administered the two validated questionnaires, the Premature Ejaculation Diagnostic Tool (PEDT) and the International Index of Erectile Function (IIEF-15), to men 18 to 50 years old recruited through social networks and specific websites. In addition to the questionnaires, volunteers were asked to provide information on their gaming habit and lifestyle. An extended version of the IIEF-15 and PEDT, including data about gaming habits and relevant lifestyles. From June 18, 2014 through July 31, 2014, 599 men 18 to 50 years old completed the questionnaires. One hundred ninety-nine men reported no sexual activity during the previous 4 weeks; four records were rejected because of inherent errors. The remaining 396 questionnaires were analyzed, with 287 "gamers" (playing >1 hour/day on average) and 109 "non-gamers" providing all the required information. We found a lower prevalence of premature ejaculation in gamers compared with non-gamers (mean PEDT score = 3.57 ± 3.38 vs 4.52 ± 3.7, P < .05, respectively). Analysis of the IIEF-15 showed no significant differences between gamers and non-gamers in the domains of erectile function, orgasmic function, and overall satisfaction. Median scores for the sexual desire domain were higher for non-gamers (median score [interquartile range] 9 [8-9] vs 9 [8-10], respectively; P = .0227). These results support the correlation between videogame use and male sexual health. Compared with non-gamers, men playing videogames for more than 1 hour/day were less likely to have premature ejaculation but more likely to have decreased sexual desire. This is the first study aimed to assess male sexual

  17. Assessing the Physiological Cost of Active Videogames (Xbox Kinect) Versus Sedentary Videogames in Young Healthy Males.

    PubMed

    Barry, Gillian; Tough, Daniel; Sheerin, Phillip; Mattinson, Oliver; Dawe, Rachael; Board, Elisabeth

    2016-02-01

    The aims of this study were twofold: (1) to compare the physiological costs of active videogames (AVGs) and sedentary videogames (SVGs) and (2) to compare the exercise intensities attained during AVGs with the exercise intensity criteria for moderate and vigorous physical activity, as stated in current physical activity recommendations for improving public health. Nineteen young males participated in the study (age, 23 ± 3 years; height, 178 ± 6 cm; weight, 78 ± 15 kg). Participants completed a maximum oxygen uptake ([Formula: see text]) test and a gaming session, including AVGs ("Reflex Ridge," "River Rush," and "Boxing" for the Microsoft [Redmond, WA] Kinect™) and SVGs ("FIFA 14" [Electronic Arts, Burnaby, BC, Canada] and "Call of Duty" [Activision, Santa Monica, CA]). Heart rate (HR) and oxygen uptake [Formula: see text]) were recorded continuously during all videogames. Rating of perceived exertion (RPE) was taken every 3 minutes during AVGs and SVGs. Energy expenditure (EE), expressed as metabolic equivalents (METs), was calculated. One MET was defined as the volume of oxygen consumed at rest in a seated position and is equal to 3.5 mL of O2/kg of body mass/minute. The exercise intensity for each game was expressed as a percentage of [Formula: see text] and percentage of age-predicted maximum HR (HRmax). Exercise intensity (percentage HRmax, percentage [Formula: see text], and RPE) and EE (METs) were significantly higher during active gaming compared with sedentary gameplay (P < 0.01). AVGs elicited moderate levels of exercise intensity (64-72 percent HRmax) in line with current recommended physical activity guidelines. Our results indicate AVGs provoke physiological responses equivalent to a moderate-intensity physical activity.

  18. Social Behaviors and Active Videogame Play in Children with Autism Spectrum Disorder.

    PubMed

    Chung, Peter J; Vanderbilt, Douglas L; Soares, Neelkamal S

    2015-06-01

    Children with autism spectrum disorder (ASD) often display problematic and excessive videogame play. Using active videogames (AVGs) may have physical benefits, but its effects on socialization are unknown. We conducted an A-B-A' experiment comparing sedentary videogames and AVGs for three dyads of a child with ASD and his sibling. An augmented reality (AR) game was used to introduce AVGs. Sessions were coded for communication, positive affect, and aggression. One dyad had increases in positive affect with AVGs. Otherwise, social behaviors were unchanged or worse. The AR game demonstrated consistent elevations in social behaviors. Use of AVGs has inconsistent effects on social behavior for children with ASD. Further research is needed to understand mediators of response to AVGs. AR games should be evaluated for potential benefits on socialization and positive affect.

  19. Use of Game Console for Rehabilitation of Parkinson's Disease.

    PubMed

    Özgönenel, Levent; Çağırıcı, Sultan; Çabalar, Murat; Durmuşoğlu, Gülis

    2016-07-01

    Parkinson's disease (PD) predisposes to falls due to postural instability and decreased coordination. Postural and coordination exercises could ameliorate the incoordination and decrease falls. In this study, we explored the efficiency of a game console as an adjunct to an exercise program in treating incoordination in patients with PD. Case-control study. In this single-blind, prospective clinical trial, rehabilitation with the Xbox (Microsoft; Washington, USA) game console was used as an adjunct to a standard rehabilitation program. Thirty-three patients with PD at stages 1-3 were enrolled in the study. All patients received the three-times weekly exercise program and electrotherapy to back and hip extensors for 5 weeks. Study patients played catch the ball and obstacle games on the Xbox in addition to the standard exercise program. Patients were evaluated based on the scores from the Timed Up-and-Go Test, the Berg Balance Scale (BBS), and the Unified Parkinson's Disease Rating Scale-II (UPDRS-II). Post-treatment scores were compared between groups. Thirty-three patients were enrolled in the study (15 in the game-console group, and 18 controls). Patients in both groups had improvements in all scores. The end-of-treatment scores were significantly better in the study group compared to the control group in all parameters: UPDRS (10±5 versus 16±6, p=0.002), BBS (53±4 versus 47±8, p=0.004), and TUG (11±4 seconds versus 20±8 seconds, p<0.001). Game-exercise with a game-console was noted to be a significant adjunct to the rehabilitation program in patients with PD in this study.

  20. [Videogame addiction: a danger for only at-risk children or for all children].

    PubMed

    Le Heuzey, Marie-France; Mouren, Marie-Christine

    2012-01-01

    With the rapid growth in the number of children and adolescents having access to videogames, there is a risk of addictive behavior, especially among those with underlying mental illnesses. Yet there is no consensual definition of videogame addiction. Depression, anxiety disorders and hostility are all associated with overuse, but attention-deficit hyperactivity disorder (ADHD) is the most significant predictor.

  1. ETR BUILDING, TRA642, INTERIOR. CONSOLE FLOOR, NORTH HALF. CAMERA IS ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    ETR BUILDING, TRA-642, INTERIOR. CONSOLE FLOOR, NORTH HALF. CAMERA IS NEAR NORTHWEST CORNER AND FACING SOUTH ALONG WEST CORRIDOR. STORAGE CANAL IS ALONG LEFT OF VIEW; PERIMETER WALL, ALONG RIGHT. CORRIDOR WAS ONE MEANS OF WALKING FROM NORTH TO SOUTH SIDE OF CONSOLE FLOOR. INL NEGATIVE NO. HD46-18-1. Mike Crane, Photographer, 2/2005 - Idaho National Engineering Laboratory, Test Reactor Area, Materials & Engineering Test Reactors, Scoville, Butte County, ID

  2. Experiences of time loss among videogame players: an empirical study.

    PubMed

    Wood, Richard T A; Griffiths, Mark D; Parke, Adrian

    2007-02-01

    Playing videogames is now a major leisure pursuit, yet research in the area is comparatively sparse. Previous correlational evidence suggests that subjective time loss occurs during playing videogames. This study examined experiences of time loss among a relatively large group of gamers (n = 280). Quantitative and qualitative data were collected through an online survey. Results showed that time loss occurred irrespective of gender, age, or frequency of play, but was associated with particular structural characteristics of games such as their complexity, the presence of multi-levels, missions and/or high scores, multiplayer interactions, and plot. Results also demonstrated that time loss could have both positive and negative outcomes for players. Positive aspects of time loss included helping players to relax and temporarily escape from reality. Negative aspects included the sacrificing of other things in their lives, guilty feelings about wasted time, and social conflict. It is concluded that for many gamers, losing track of time is a positive experience and is one of the main reasons for playing videogames.

  3. "It could have been worse": Developmental change in the use of a counterfactual consoling strategy.

    PubMed

    Payir, Ayse; Guttentag, Robert

    2016-08-01

    In two experiments, we investigated developmental change in the use of a counterfactual consoling strategy: "it could have been worse." In Experiment 1, 8-year-olds, 10-year-olds, 12-year-olds, and adults were presented with two stories in which a character feels bad as the result of an event that could have turned out better or could have turned out worse. Participants were asked what they would say or do to make the characters feel better. The results revealed that the frequency with which participants mentioned a counterfactual consoling strategy increased dramatically with age. In Experiment 2, using the same stories with similar-aged participants, we tested whether providing children with several consoling strategies (rather than asking them to create one) would prompt greater use of a counterfactual consoling strategy. Under these conditions, the 10- and 12-year-olds responded in a manner very similar to that of adults, whereas the 8-year-olds selected a counterfactual consoling strategy less often than participants at any other age. The findings from the two experiments suggest that, up through at least age 12years, children are less likely than adults to spontaneously apply counterfactual thinking when generating a consoling strategy. Copyright © 2016 Elsevier Inc. All rights reserved.

  4. Remote console for virtual telerehabilitation.

    PubMed

    Lewis, Jeffrey A; Boian, Rares F; Burdea, Grigore; Deutsch, Judith E

    2005-01-01

    The Remote Console (ReCon) telerehabilitation system provides a platform for therapists to guide rehabilitation sessions from a remote location. The ReCon system integrates real-time graphics, audio/video communication, private therapist chat, post-test data graphs, extendable patient and exercise performance monitoring, exercise pre-configuration and modification under a single application. These tools give therapists the ability to conduct training, monitoring/assessment, and therapeutic intervention remotely and in real-time.

  5. Impact of Incentives on the Use of Feedback in Educational Videogames. CRESST Report 813

    ERIC Educational Resources Information Center

    Delacruz, Girlie C.

    2012-01-01

    Educational videogames can be designed to provide instructional feedback that is responsive to specific actions. However, existing research indicates that students tend to ignore videogame feedback and subsequently use less effective help-seeking strategies. Research on help-seeking in learning environments has primarily focused on the role of…

  6. Interactive design of patient-oriented video-games for rehabilitation: concept and application.

    PubMed

    Lupinacci, Giorgia; Gatti, Gianluca; Melegari, Corrado; Fontana, Saverio

    2018-04-01

    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. 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. It was tested with the collaboration of three therapists and six patients, and two questionnaires were filled in by each patient to evaluate the appreciation of the rehabilitative sessions. The therapists learned easily how to use the system, and no serious difficulties were encountered by the patients. The questionnaires showed an overall good satisfaction by the patients and highlighted the key-role of the therapist in involving the patients during the rehabilitative session. It was found that the proposed system is effective for developing patient-oriented video-games for rehabilitation. The two main advantages are that the therapist is allowed to (i) develop personalized video-games without informatics skills and (ii) adapt the game settings to patients affected by different pathologies. Implications for rehabilitation Virtual reality and serious video games offer the opportunity to transform the traditional therapy into a more pleasant experience, allowing patients to train their motor and cognitive skills. Both the therapists and the patients should be involved in the development of rehabilitative solutions to be highly patient-oriented. A system for the design of rehabilitative games by the therapist is described and the feedback of three therapists and six patients is reported.

  7. Selene: A Videogame for Learning about the Moon

    NASA Astrophysics Data System (ADS)

    Wood, C. A.; Reese, D. D.

    2008-06-01

    The Selene game-based, metaphor-enhanced (GaME) learning object prepares players with concrete knowledge of basic lunar geology processes. Selene is embedded within an online research environment studying learning and assessment within videogames.

  8. Effects of playing violent videogames on Chinese adolescents' pro-violence attitudes, attitudes toward others, and aggressive behavior.

    PubMed

    Wei, Ran

    2007-06-01

    This study examines the effects of exposure to online videogame violence on Chinese adolescents' attitudes toward violence, empathy, and aggressive behavior. Results of bivariate analyses show that playing violent videogames on the Internet was associated with greater tolerance of violence, a lower emphatic attitude, and more aggressive behavior. Results of hierarchical regression analyses showed sustained relationships between exposure and pro-violent attitudes and empathy when exposure was examined simultaneously with gender, computer use, and Internet use. However, the linkage between exposure and aggression became non-significant, suggesting that the effects of playing violent videogames were greater for attitudinal outcomes than on overt behavior. Gender differences in playing videogames and in effects were also found.

  9. Case study: videogame distraction reduces behavioral distress in a preschool-aged child undergoing repeated burn dressing changes: a single-subject design.

    PubMed

    Sil, Soumitri; Dahlquist, Lynnda M; Burns, Andrew J

    2013-04-01

    This single-subject design study evaluated the feasibility and efficacy of passive and interactive videogame distraction on behavioral distress for a preschool-aged child receiving repeated burn dressing changes. A 4-year-old girl underwent 3 baseline and 10 videogame distraction sessions (5 passive and 5 interactive) using a restricted alternating treatments design. Observed behavioral distress was coded, and parents and nurses rated the child's distress and cooperative behavior. Relative to baseline, behavioral distress decreased and cooperative behavior increased immediately after the onset of videogame distraction. Single Case Randomization Tests revealed significantly lower behavioral distress and greater cooperation during interactive videogame distraction relative to passive videogame distraction. Interactive videogame distraction appears to be a feasible and effective pain management strategy for a preschool-aged child undergoing repeated painful medical procedures.

  10. Adherence to a Videogame-Based Physical Activity Program for Older Adults with Schizophrenia.

    PubMed

    Leutwyler, Heather; Hubbard, Erin M; Dowling, Glenna A

    2014-08-01

    Adults with schizophrenia are a growing segment of the older adult population. Evidence suggests that they engage in limited physical activity. Interventions are needed that are tailored around their unique limitations. An active videogame-based physical activity program that can be offered at a treatment facility can overcome these barriers and increase motivation to engage in physical activity. The purpose of this report is to describe the adherence to a videogame-based physical activity program using the Kinect(®) for Xbox(®) 360 game system (Microsoft(®), Redmond, WA) in older adults with schizophrenia. This was a descriptive longitudinal study among 34 older adults with schizophrenia to establish the adherence to an active videogame-based physical activity program. In our ongoing program, once a week for 6 weeks, participants played an active videogame, using the Kinect for Xbox 360 game system, for 30 minutes. Adherence was measured with a count of sessions attended and with the total minutes attended out of the possible total minutes of attendance (180 minutes). Thirty-four adults with schizophrenia enrolled in the study. The mean number of groups attended was five out of six total (standard deviation=2), and the mean total minutes attended were 139 out of 180 possible (standard deviation=55). Fifty percent had perfect attendance. Older adults with schizophrenia need effective physical activity programs. Adherence to our program suggests that videogames that use the Kinect for Xbox 360 game system are an innovative way to make physical activity accessible to this population.

  11. Adherence to a Videogame-Based Physical Activity Program for Older Adults with Schizophrenia

    PubMed Central

    Hubbard, Erin M.; Dowling, Glenna A.

    2014-01-01

    Abstract Objectives: Adults with schizophrenia are a growing segment of the older adult population. Evidence suggests that they engage in limited physical activity. Interventions are needed that are tailored around their unique limitations. An active videogame-based physical activity program that can be offered at a treatment facility can overcome these barriers and increase motivation to engage in physical activity. The purpose of this report is to describe the adherence to a videogame-based physical activity program using the Kinect® for Xbox® 360 game system (Microsoft®, Redmond, WA) in older adults with schizophrenia. Materials and Methods: This was a descriptive longitudinal study among 34 older adults with schizophrenia to establish the adherence to an active videogame-based physical activity program. In our ongoing program, once a week for 6 weeks, participants played an active videogame, using the Kinect for Xbox 360 game system, for 30 minutes. Adherence was measured with a count of sessions attended and with the total minutes attended out of the possible total minutes of attendance (180 minutes). Results: Thirty-four adults with schizophrenia enrolled in the study. The mean number of groups attended was five out of six total (standard deviation=2), and the mean total minutes attended were 139 out of 180 possible (standard deviation=55). Fifty percent had perfect attendance. Conclusions: Older adults with schizophrenia need effective physical activity programs. Adherence to our program suggests that videogames that use the Kinect for Xbox 360 game system are an innovative way to make physical activity accessible to this population. PMID:26192371

  12. Video-Game Play Induces Plasticity in the Visual System of Adults with Amblyopia

    PubMed Central

    Li, Roger W.; Ngo, Charlie; Nguyen, Jennie; Levi, Dennis M.

    2011-01-01

    Abnormal visual experience during a sensitive period of development disrupts neuronal circuitry in the visual cortex and results in abnormal spatial vision or amblyopia. Here we examined whether playing video games can induce plasticity in the visual system of adults with amblyopia. Specifically 20 adults with amblyopia (age 15–61 y; visual acuity: 20/25–20/480, with no manifest ocular disease or nystagmus) were recruited and allocated into three intervention groups: action videogame group (n = 10), non-action videogame group (n = 3), and crossover control group (n = 7). Our experiments show that playing video games (both action and non-action games) for a short period of time (40–80 h, 2 h/d) using the amblyopic eye results in a substantial improvement in a wide range of fundamental visual functions, from low-level to high-level, including visual acuity (33%), positional acuity (16%), spatial attention (37%), and stereopsis (54%). Using a cross-over experimental design (first 20 h: occlusion therapy, and the next 40 h: videogame therapy), we can conclude that the improvement cannot be explained simply by eye patching alone. We quantified the limits and the time course of visual plasticity induced by video-game experience. The recovery in visual acuity that we observed is at least 5-fold faster than would be expected from occlusion therapy in childhood amblyopia. We used positional noise and modelling to reveal the neural mechanisms underlying the visual improvements in terms of decreased spatial distortion (7%) and increased processing efficiency (33%). Our study had several limitations: small sample size, lack of randomization, and differences in numbers between groups. A large-scale randomized clinical study is needed to confirm the therapeutic value of video-game treatment in clinical situations. Nonetheless, taken as a pilot study, this work suggests that video-game play may provide important principles for treating amblyopia, and perhaps

  13. Video-game play induces plasticity in the visual system of adults with amblyopia.

    PubMed

    Li, Roger W; Ngo, Charlie; Nguyen, Jennie; Levi, Dennis M

    2011-08-01

    Abnormal visual experience during a sensitive period of development disrupts neuronal circuitry in the visual cortex and results in abnormal spatial vision or amblyopia. Here we examined whether playing video games can induce plasticity in the visual system of adults with amblyopia. Specifically 20 adults with amblyopia (age 15-61 y; visual acuity: 20/25-20/480, with no manifest ocular disease or nystagmus) were recruited and allocated into three intervention groups: action videogame group (n = 10), non-action videogame group (n = 3), and crossover control group (n = 7). Our experiments show that playing video games (both action and non-action games) for a short period of time (40-80 h, 2 h/d) using the amblyopic eye results in a substantial improvement in a wide range of fundamental visual functions, from low-level to high-level, including visual acuity (33%), positional acuity (16%), spatial attention (37%), and stereopsis (54%). Using a cross-over experimental design (first 20 h: occlusion therapy, and the next 40 h: videogame therapy), we can conclude that the improvement cannot be explained simply by eye patching alone. We quantified the limits and the time course of visual plasticity induced by video-game experience. The recovery in visual acuity that we observed is at least 5-fold faster than would be expected from occlusion therapy in childhood amblyopia. We used positional noise and modelling to reveal the neural mechanisms underlying the visual improvements in terms of decreased spatial distortion (7%) and increased processing efficiency (33%). Our study had several limitations: small sample size, lack of randomization, and differences in numbers between groups. A large-scale randomized clinical study is needed to confirm the therapeutic value of video-game treatment in clinical situations. Nonetheless, taken as a pilot study, this work suggests that video-game play may provide important principles for treating amblyopia, and perhaps other

  14. Case Study: Videogame Distraction Reduces Behavioral Distress in a Preschool-Aged Child Undergoing Repeated Burn Dressing Changes: A Single-Subject Design

    PubMed Central

    Sil, Soumitri; Burns, Andrew J.

    2013-01-01

    Objective This single-subject design study evaluated the feasibility and efficacy of passive and interactive videogame distraction on behavioral distress for a preschool-aged child receiving repeated burn dressing changes. Method A 4-year-old girl underwent 3 baseline and 10 videogame distraction sessions (5 passive and 5 interactive) using a restricted alternating treatments design. Observed behavioral distress was coded, and parents and nurses rated the child’s distress and cooperative behavior. Results Relative to baseline, behavioral distress decreased and cooperative behavior increased immediately after the onset of videogame distraction. Single Case Randomization Tests revealed significantly lower behavioral distress and greater cooperation during interactive videogame distraction relative to passive videogame distraction. Conclusions Interactive videogame distraction appears to be a feasible and effective pain management strategy for a preschool-aged child undergoing repeated painful medical procedures. PMID:23248343

  15. Biofeedback-Based, Videogame Balance Training in Autism

    ERIC Educational Resources Information Center

    Travers, Brittany G.; Mason, Andrea H.; Mrotek, Leigh Ann; Ellertson, Anthony; Dean, Douglas C., III; Engel, Courtney; Gomez, Andres; Dadalko, Olga I.; McLaughlin, Kristine

    2018-01-01

    The present study examined the effects of a visual-based biofeedback training on improving balance challenges in autism spectrum disorder (ASD). Twenty-nine youth with ASD (7-17 years) completed an intensive 6-week biofeedback-based videogame balance training. Participants exhibited training-related balance improvements that significantly…

  16. In-Game Health Communication: Delivering Low-Fear Health Messages in a Low-Fear Videogame.

    PubMed

    Burrows, Christopher N; Blanton, Hart

    2018-06-01

    Prior research has demonstrated that psychological immersion (or "transportation") into virtual gaming worlds can heighten influence from health-promotion messages embedded in the backgrounds of gaming scenes. However, research to date has only studied the effectiveness of embedding graphic, fear-based messages in the background of violent, first-person videogames. This study sought to examine whether transportation into a nonviolent videogame can heighten persuasion from low-fear, nongraphic health messages. Willingness to drive under the influence of alcohol (DUI) was measured in an undergraduate sample (M AGE  = 19) at the start of the semester, and n = 220 returned 0-3 months later to play a car-racing videogame. All were randomly assigned to play either a version of the game containing background billboards that delivered simple, text-based anti-DUI messages or consumer advertising. Self-reported levels of transportation were assessed, as well as postgame willingness to DUI. Exposure to anti-DUI messages from within the game predicted lower postgame willingness to DUI. Moreover, replicating prior research, the effect of message exposure was largest among those who reported higher levels of pregame willingness to DUI, and higher levels of in-game transportation. This study replicates prior research by suggesting that immersive videogames that promote transportation can be used to effectively deliver health communications. Results also expand prior research by providing the first evidence that such effects can generalize when health messaging orients around nongraphic, lower fear messages embedded within immersive but lower fear videogames.

  17. An Exploratory Study of the Impact of Contextual Cues of Violence in an Active Videogame.

    PubMed

    Peng, Wei; Pfeiffer, Karin; Winn, Brian

    2014-04-01

    With the expanded genres of active videogames, one inevitably raises the question of whether it is worthwhile to use active videogames to promote physical activity if games involve violent themes. The purpose of the current study was to explore the effects of contextual cues of violence in an active videogame on (1) state hostility, (2) perceived arousal, (3) game enjoyment, (4) perceived effort in the game, and (5) activity intensity in the game. A one-factor between-subjects experiment with three conditions (minimal, moderate, and extreme contextual cues of violence) of playing an in-house-developed active videogame was conducted. Activity intensity was objectively measured using the ActiGraph (Pensacola, FL) model GT3X accelerometer. Psychological outcomes were measured using established scales. We did not find that the level of contextual cues of violence had any effect on the outcome variables, although the moderate level of contextual cues of violence resulted in a greater amount of feeling mean (P=0.011) and unsociable (P=0.038) among the players immediately after gameplay than players in the minimal contextual cues of violence condition. We did not find any statistically significant difference among the three conditions in terms of enjoyment, perceived arousal, or activity intensity. This study empirically examined the effects of contextual cues of violence in active videogames on player hostility, arousal, and enjoyment after gameplay as well as their physical activity intensity during gameplay. These findings provide some initial evidence to guide active videogame designers and researchers on how to design the games to be more engaging and thus elicit more activities among the players.

  18. Storyline-Based Videogames in the FL Classroom

    ERIC Educational Resources Information Center

    Casañ-Pitarch, Ricardo

    2017-01-01

    The use of videogames in the foreign language (FL) classroom seems to be gradually increasing nowadays. TICs are making the lives of educators easier and their teaching methods more effective; these positive experiences make that researchers in this field are constantly introducing and developing new teaching methods and electronic applications.…

  19. Video-Games: Do They Require General Intelligence?

    ERIC Educational Resources Information Center

    Quiroga, M. A.; Herranz, M.; Gomez-Abad, M.; Kebir, M.; Ruiz, J.; Colom, Roberto

    2009-01-01

    Here we test if playing video-games require intelligence. Twenty-seven university undergraduate students were trained on three games from Big Brain Academy (Wii): Calculus, Backward Memory and Train. Participants did not have any previous experience with these games. General intelligence was measured by five ability tests before the training…

  20. The effects of single bouts of aerobic exercise, exergaming, and videogame play on cognitive control.

    PubMed

    O'Leary, Kevin C; Pontifex, Matthew B; Scudder, Mark R; Brown, Michael L; Hillman, Charles H

    2011-08-01

    The effects of single bouts of aerobic exercise, exergaming, and action videogame play on event-related brain potentials (ERPs) and task performance indices of cognitive control were investigated using a modified flanker task that manipulated demands of attentional inhibition. Participants completed four counterbalanced sessions of 20 min of activity intervention (i.e., seated rest, seated videogame play, and treadmill-based and exergame-based aerobic exercise at 60% HR(max)) followed by cognitive testing once heart rate (HR) returned to within 10% of pre-activity levels. Results indicated decreased RT interference following treadmill exercise relative to seated rest and videogame play. P3 amplitude was increased following treadmill exercise relative to rest, suggesting an increased allocation of attentional resources during stimulus engagement. The seated videogame and exergame conditions did not differ from any other condition. The findings indicate that single bouts of treadmill exercise may improve cognitive control through an increase in the allocation of attentional resources and greater interference control during cognitively demanding tasks. However, similar benefits may not be derived following short bouts of aerobic exergaming or seated videogame participation. Although exergames may increase physical activity participation, they may not exert the same benefits to brain and cognition as more traditional physical activity behaviors. Copyright © 2011 International Federation of Clinical Neurophysiology. Published by Elsevier Ireland Ltd. All rights reserved.

  1. Categorization of videogames: some comments on 'Children and electronic games' by Funk, et al.

    PubMed

    Griffiths, M

    2000-06-01

    Comments are made on an article by Funk, et al. about children and electronic games. This author argues the cross-cultural differences and developmental effects must be taken into account and that the categorization system of videogames based on content is incomplete or too general to cover the complex actions of contemporary videogames. These factors alone may have implications for research.

  2. STS-134 Orbit 2 flight controllers on consoles

    NASA Image and Video Library

    2011-05-17

    JSC2011-E-045475 (17 May 2011) --- Flight director Paul Dye monitors data at his console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during STS-134 flight day two activities. Photo credit: NASA

  3. CONSOLE: A CAD tandem for optimization-based design interacting with user-supplied simulators

    NASA Technical Reports Server (NTRS)

    Fan, Michael K. H.; Wang, Li-Sheng; Koninckx, Jan; Tits, Andre L.

    1989-01-01

    CONSOLE employs a recently developed design methodology (International Journal of Control 43:1693-1721) which provides the designer with a congenial environment to express his problem as a multiple ojective constrained optimization problem and allows him to refine his characterization of optimality when a suboptimal design is approached. To this end, in CONSOLE, the designed formulates the design problem using a high-level language and performs design task and explores tradeoff through a few short and clearly defined commands. The range of problems that can be solved efficiently using a CAD tools depends very much on the ability of this tool to be interfaced with user-supplied simulators. For instance, when designing a control system one makes use of the characteristics of the plant, and therefore, a model of the plant under study has to be made available to the CAD tool. CONSOLE allows for an easy interfacing of almost any simulator the user has available. To date CONSOLE has already been used successfully in many applications, including the design of controllers for a flexible arm and for a robotic manipulator and the solution of a parameter selection problem for a neural network.

  4. 2. CONTROL ROOM INTERIOR, CONSOLE AND MONITORS. Looking west. ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    2. CONTROL ROOM INTERIOR, CONSOLE AND MONITORS. Looking west. - Edwards Air Force Base, Air Force Rocket Propulsion Laboratory, Control Center, Test Area 1-115, near Altair & Saturn Boulevards, Boron, Kern County, CA

  5. Medusa: A Scalable MR Console Using USB

    PubMed Central

    Stang, Pascal P.; Conolly, Steven M.; Santos, Juan M.; Pauly, John M.; Scott, Greig C.

    2012-01-01

    MRI pulse sequence consoles typically employ closed proprietary hardware, software, and interfaces, making difficult any adaptation for innovative experimental technology. Yet MRI systems research is trending to higher channel count receivers, transmitters, gradient/shims, and unique interfaces for interventional applications. Customized console designs are now feasible for researchers with modern electronic components, but high data rates, synchronization, scalability, and cost present important challenges. Implementing large multi-channel MR systems with efficiency and flexibility requires a scalable modular architecture. With Medusa, we propose an open system architecture using the Universal Serial Bus (USB) for scalability, combined with distributed processing and buffering to address the high data rates and strict synchronization required by multi-channel MRI. Medusa uses a modular design concept based on digital synthesizer, receiver, and gradient blocks, in conjunction with fast programmable logic for sampling and synchronization. Medusa is a form of synthetic instrument, being reconfigurable for a variety of medical/scientific instrumentation needs. The Medusa distributed architecture, scalability, and data bandwidth limits are presented, and its flexibility is demonstrated in a variety of novel MRI applications. PMID:21954200

  6. Adaptive Units of Learning and Educational Videogames

    ERIC Educational Resources Information Center

    Moreno-Ger, Pablo; Thomas, Pilar Sancho; Martinez-Ortiz, Ivan; Sierra, Jose Luis; Fernandez-Manjon, Baltasar

    2007-01-01

    In this paper, we propose three different ways of using IMS Learning Design to support online adaptive learning modules that include educational videogames. The first approach relies on IMS LD to support adaptation procedures where the educational games are considered as Learning Objects. These games can be included instead of traditional content…

  7. Real and virtual worlds alike: Adolescents' psychopathology is reflected in their videogame virtual behaviors.

    PubMed

    Segev, Aviv; Gabay-Weschler, Hila; Naar, Yossi; Maoz, Hagai; Bloch, Yuval

    2017-01-01

    Current research refers to videogames as a constant variable. However, games today are designed to be highly interactive and versatile: two players may be using the same videogame, but as a result of different using patterns, the game will not necessarily encompass the same content and gameplay. The current study examined the possible relationship between psychopathology and in-game playing patterns. We hypothesized that adolescents would play videogames differently, in a manner that would reflect their particular psychopathologies. We examined 47 male adolescents from three diagnostic groups: those suffering from externalizing psychopathologies, internalizing psychopathologies and controls. We performed a high-resolution examination of their gameplay, using in-game quantitative statistics mechanisms of two fundamentally different games, a structured racing game and an unstructured adventure game. While there was no difference in the groups' using patterns of the structured game, there was a high variability between the groups' using patterns when they were using a non-structured game. These findings suggest that virtual behavior in unstructured games is reflective of adolescent-players psychopathology, and might shed light on an unexplored facet of videogames research. Possible implications are discussed.

  8. Real and virtual worlds alike: Adolescents' psychopathology is reflected in their videogame virtual behaviors

    PubMed Central

    Gabay-Weschler, Hila; Naar, Yossi; Maoz, Hagai; Bloch, Yuval

    2017-01-01

    Current research refers to videogames as a constant variable. However, games today are designed to be highly interactive and versatile: two players may be using the same videogame, but as a result of different using patterns, the game will not necessarily encompass the same content and gameplay. The current study examined the possible relationship between psychopathology and in-game playing patterns. We hypothesized that adolescents would play videogames differently, in a manner that would reflect their particular psychopathologies. We examined 47 male adolescents from three diagnostic groups: those suffering from externalizing psychopathologies, internalizing psychopathologies and controls. We performed a high-resolution examination of their gameplay, using in-game quantitative statistics mechanisms of two fundamentally different games, a structured racing game and an unstructured adventure game. While there was no difference in the groups' using patterns of the structured game, there was a high variability between the groups' using patterns when they were using a non-structured game. These findings suggest that virtual behavior in unstructured games is reflective of adolescent-players psychopathology, and might shed light on an unexplored facet of videogames research. Possible implications are discussed. PMID:28708879

  9. Videogame-Related Illness and Injury: A Review of the Literature and Predictions for Pokémon GO!

    PubMed

    Pourmand, Ali; Lombardi, Kevin; Kuhl, Evan; O'Connell, Francis

    2017-02-01

    Reports of videogame-related illness and injury soon emerged in the literature with the inception of videogame systems and subsequent development of novel gaming platforms and technologies. In an effort to better detail the impacts of these phenomena and provide recommendations for injury prevention as it relates to Pokémon Go and the larger world of augmented reality games, we conducted an extensive systems-based review of past trends in videogame-related illness and injury from the literature. A literature review using PubMed, Medline, and PsycInfo databases with search terms "Pokémon GO," "videogame injuries," "augmented reality injuries," and "Nintendo Injury" was performed. The search was limited to the English language, and the Boolean were used to combine the search terms. The literature search yielded 359 peer-reviewed articles, 44 of which met the study criteria and included in the review. Seventeen additional popular press reports detailing injuries related to Pokémon Go were also incorporated. Videogame-related injuries and illness include both physical trauma as well as psychological and behavioral disorder with unique patterns of injury and illness linked to specific gaming platforms. As videogames become increasingly advanced and immersive, they expose players to unique and often more serious injury and illness. Augmented reality games, such as Pokémon GO, are the next step in the evolution of this trend and likely portend a future in which many pathologic processes may become increasingly common.

  10. EVA console personnel during STS-61 simulations

    NASA Image and Video Library

    1993-09-01

    Susan P. Rainwater monitors an extravehicular activity (EVA) simulation from the EVA console at JSC's Mission Control Center (MCC) during joint integrated simulations for the STS-61 mission. Astronauts assigned to extravehicular activity (EVA) tasks with the Hubble Space Telescope (HST) were simultaneously rehearsing in a neutral buoyancy tank at the Marshall Space Flight Center (MSFC) in Alabama.

  11. Modified and improved sleep monitoring display console

    NASA Technical Reports Server (NTRS)

    Frost, J. D., Jr.

    1972-01-01

    An outline is given of a sleep monitoring display console capable of simultaneously displaying: (1) the visible current sleep stage of each subject, (2) a cumulative, numerical display (in hours and minutes) of the total amount of time the subject spends in each stage, and (3) a stepwise, graphic recording of subject's sleep stage versus time.

  12. STS-132/ULF4 Flight Controllers on Console

    NASA Image and Video Library

    2010-05-18

    JSC2010-E-081929 (18 May 2010) --- Kyle Herring, Public Affairs Office (PAO) commentator, monitors data at his console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during STS-132 mission flight day five activities.

  13. STS-132/ULF4 Flight Controllers on Console

    NASA Image and Video Library

    2010-05-18

    JSC2010-E-081946 (18 May 2010) --- ISS flight director Emily Nelson monitors data at her console in the space station flight control room in the Mission Control Center at NASA's Johnson Space Center during STS-132/ULF-4 mission flight day five activities.

  14. STS-132/ULF4 Flight Controllers on Console

    NASA Image and Video Library

    2010-05-18

    JSC2010-E-081914 (18 May 2010) --- ISS flight director Holly Ridings reviews data at her console in the space station flight control room in the Mission Control Center at NASA's Johnson Space Center during STS-132/ULF-4 mission flight day five activities.

  15. Health Benefits of Digital Videogames for Older Adults: A Systematic Review of the Literature.

    PubMed

    Hall, Amanda K; Chavarria, Enmanuel; Maneeratana, Vasana; Chaney, Beth H; Bernhardt, Jay M

    2012-12-01

    This article is a systematic review conducted of the research literature on digital videogames played by older adults and health outcomes associated with game play. Findings from each study meeting the inclusion criteria were analyzed and summarized into emergent themes to determine the impact of digital games in promoting healthy behaviors among older adults. A systematic review of the research literature was conducted through multiple academic databases for works, published between the years 2000 and 2011, looking at digital videogame interventions with adults 65 years of age and older. Multiple combinations of search terms and Boolean operators relevant to digital videogames and older adults were queried. A criteria matrix was created to code and evaluate studies. Thirteen studies met specific criteria for inclusion and were analyzed in the final review. Significant mental, physical, and social health factors, type of digital game platform, study design, and measurements are among emergent themes summarized from the reviewed research literature. Significant mental health outcomes of digital game interventions were found in the majority of the reviewed studies, followed by physical and lastly social health outcomes in older adults. A majority of the studies revealed significant positive effects on health outcomes associated with digital videogame play among older adults. With current advancements in technology, including advanced motion sensing, digital game platforms have significant potential for positive health impact among older populations. More robust and rigorous research designs are needed to increase validity and reliability of results and establish stronger causal relationships on the health benefits of digital videogame play for older adults.

  16. Co-Evolution of Mobile Language Learning: Going Global with Games Consoles in Higher Education

    ERIC Educational Resources Information Center

    Hemmi, Akiko; Narumi-Munro, Fumiko; Alexander, Wilma; Parker, Helen; Yamauchi, Yoko

    2014-01-01

    Game consoles have been adopted as a learning platform in school education. However, there is a scarcity of studies examining the utility of games consoles with built-in WiFi as affordable learning platforms in universities. This paper contributes to knowledge about the capacity of the Nintendo DSi to create new learning spaces mediated and…

  17. A home-built digital optical MRI console using high-speed serial links.

    PubMed

    Tang, Weinan; Wang, Weimin; Liu, Wentao; Ma, Yajun; Tang, Xin; Xiao, Liang; Gao, Jia-Hong

    2015-08-01

    To develop a high performance, cost-effective digital optical console for scalable multichannel MRI. The console system was implemented with flexibility and efficiency based on a modular architecture with distributed pulse sequencers. High-speed serial links were optimally utilized to interconnect the system, providing fast digital communication with a multi-gigabit data rate. The conventional analog radio frequency (RF) chain was replaced with a digital RF manipulation. The acquisition electronics were designed in close proximity to RF coils and preamplifiers, using a digital optical link to transmit the MR signal. A prototype of the console was constructed with a broad frequency range from direct current to 100 MHz. A temporal resolution of 1 μs was achieved for both the RF and gradient operations. The MR signal was digitized in the scanner room with an overall dynamic range between 16 and 24 bits and was transmitted to a master controller over a duplex optic fiber with a high data rate of 3.125 gigabits per second. High-quality phantom and human images were obtained using the prototype on both 0.36T and 1.5T clinical MRI scanners. A homemade digital optical MRI console with high-speed serial interconnection has been developed to better serve imaging research and clinical applications. © 2014 Wiley Periodicals, Inc.

  18. Are videogame training gains specific or general?

    PubMed

    Oei, Adam C; Patterson, Michael D

    2014-01-01

    Many recent studies using healthy adults document enhancements in perception and cognition from playing commercial action videogames (AVGs). Playing action games (e.g., Call of Duty, Medal of Honor) is associated with improved bottom-up lower-level information processing skills like visual-perceptual and attentional processes. One proposal states a general improvement in the ability to interpret and gather statistical information to predict future actions which then leads to better performance across different perceptual/attentional tasks. Another proposal claims all the tasks are separately trained in the AVGs because the AVGs and laboratory tasks contain similar demands. We review studies of action and non-AVGs to show support for the latter proposal. To explain transfer in AVGs, we argue that the perceptual and attention tasks share common demands with the trained videogames (e.g., multiple object tracking (MOT), rapid attentional switches, and peripheral vision). In non-AVGs, several studies also demonstrate specific, limited transfer. One instance of specific transfer is the specific enhancement to mental rotation after training in games with a spatial emphasis (e.g., Tetris). In contrast, the evidence for transfer is equivocal where the game and task do not share common demands (e.g., executive functioning). Thus, the "common demands" hypothesis of transfer not only characterizes transfer effects in AVGs, but also non-action games. Furthermore, such a theory provides specific predictions, which can help in the selection of games to train human cognition as well as in the design of videogames purposed for human cognitive and perceptual enhancement. Finally this hypothesis is consistent with the cognitive training literature where most post-training gains are for tasks similar to the training rather than general, non-specific improvements.

  19. Are videogame training gains specific or general?

    PubMed Central

    Patterson, Michael D.

    2014-01-01

    Many recent studies using healthy adults document enhancements in perception and cognition from playing commercial action videogames (AVGs). Playing action games (e.g., Call of Duty, Medal of Honor) is associated with improved bottom-up lower-level information processing skills like visual-perceptual and attentional processes. One proposal states a general improvement in the ability to interpret and gather statistical information to predict future actions which then leads to better performance across different perceptual/attentional tasks. Another proposal claims all the tasks are separately trained in the AVGs because the AVGs and laboratory tasks contain similar demands. We review studies of action and non-AVGs to show support for the latter proposal. To explain transfer in AVGs, we argue that the perceptual and attention tasks share common demands with the trained videogames (e.g., multiple object tracking (MOT), rapid attentional switches, and peripheral vision). In non-AVGs, several studies also demonstrate specific, limited transfer. One instance of specific transfer is the specific enhancement to mental rotation after training in games with a spatial emphasis (e.g., Tetris). In contrast, the evidence for transfer is equivocal where the game and task do not share common demands (e.g., executive functioning). Thus, the “common demands” hypothesis of transfer not only characterizes transfer effects in AVGs, but also non-action games. Furthermore, such a theory provides specific predictions, which can help in the selection of games to train human cognition as well as in the design of videogames purposed for human cognitive and perceptual enhancement. Finally this hypothesis is consistent with the cognitive training literature where most post-training gains are for tasks similar to the training rather than general, non-specific improvements. PMID:24782722

  20. From Content to Context: Videogames as Designed Experience

    ERIC Educational Resources Information Center

    Squire, Kurt

    2006-01-01

    Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a "designed experience." Players'…

  1. A remote control console for the HHIRF 25-MV Tandem Accelerator

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Hasanul Basher, A.M.

    The CAMAC-based control system for the 25-MV Tandem Accelerator at HHIRF uses two Perkin-Elmer, 32-bit minicomputers: a message-switching computer and a supervisory computer. Two operator consoles are located on one of the six serial highways. Operator control is provided by means of a console CRT, trackball, assignable shaft encoders, and meters. The message-switching computer transmits and receives control information on the serial highways. At present, the CRT pages with updated parameters can be displayed and parameters can be controlled only from the two existing consoles, one in the Tandem control room and the other in the ORIC control room. Itmore » has become necessary to expand the control capability to several other locations in the building. With the expansion of control and monitoring capability of accelerator parameters to other locations, the operators will be able to control and observe the result of the control action at the same time. This capability will be useful in the new Radioactive Ion Beam project of the division. Since the new control console will be PC-based, the existing page format will be changed. The PC will be communicating with the Perkin-Elmer through RS-232 with the aid of a communication protocol. Hardware configuration has been established, a software program that reads the pages from the shared memory, and a communication protocol have been developed. The following sections present the implementation strategy, work completed, future action plans, and the functional details of the communication protocol.« less

  2. Is video-game playing a risk factor for pathological gambling in Australian adolescents?

    PubMed

    Delfabbro, Paul; King, Daniel; Lambos, Chrisi; Puglies, Stan

    2009-09-01

    Very little research has been conducted to examine the relationship between video-game playing and gambling in adolescence. In this study, 2,669 adolescents aged 13-17 years were surveyed to obtained details of their involvement in gambling and video-game playing as well as a measure of pathological gambling (the DSM-IV-J). The results showed that, the frequency of video game playing was significantly related to pathological gambling, but that the effect size was very small and largely accounted for by the greater popularity of both activities amongst boys. There was some evidence for stronger associations between technologically similar activities, namely arcade video games and an interest in gaming machines, but other factors discussed in the paper may also account for this association. In summary, the findings suggested that playing video-games is unlikely to be a significant risk factor for pathological gambling during adolescence.

  3. STS-134 Orbit 2 flight controllers on consoles

    NASA Image and Video Library

    2011-05-17

    JSC2011-E-045468 (17 May 2011) --- Public Affairs Office (PAO) mission commentator Brandi Dean monitors data at her console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during STS-134 flight day two activities. Photo credit: NASA

  4. STS-134 Orbit 3 Flight Controllers on Console

    NASA Image and Video Library

    2011-05-19

    JSC2011-E-046428 (19 May 2011) --- NASA astronaut Shannon Lucid, STS-134 spacecraft communicator (CAPCOM), is pictured at her console in the space shuttle flight control room in the Mission Control Center at NASA?s Johnson Space Center during flight day four activities. Photo credit: NASA

  5. STS-134 Orbit 2 flight controllers on consoles

    NASA Image and Video Library

    2011-05-17

    JSC2011-E-045467 (17 May 2011) --- Public Affairs Office (PAO) mission commentator Brandi Dean is pictured at her console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during STS-134 flight day two activities. Photo credit: NASA

  6. Videogame-Like Applications to Enhance Autonomous Learning

    ERIC Educational Resources Information Center

    Berns, Anke; Valero-Franco, Concepción

    2013-01-01

    This paper presents the results of an ongoing study which has been carried out with a group of German Foreign Language students at the University of Cadiz since 2012. The purpose of the study was to analyze the impact of videogame-like applications on foreign language learning and their motivational potential to increase learning beyond the…

  7. Clinical and Neurobiological Perspectives of Empowering Pediatric Cancer Patients Using Videogames

    PubMed Central

    Govender, Meveshni; Bowen, Randy C.; German, Massiell L.; Bulaj, Grzegorz

    2015-01-01

    Abstract Pediatric oncology patients often experience fatigue and physical and mental deconditioning during and following chemotherapy treatments, contributing to diminished quality of life. Patient empowerment is a core principle of patient-centered care and reflects one's ability to positively affect his or her own health behavior and health status. Empowerment interventions may enhance patients' internal locus of control, resilience, coping skills, and self-management of symptoms related to disease and therapy. Clinical and technological advancements in therapeutic videogames and mobile medical applications (mobile health) can facilitate delivery of the empowerment interventions for medical purposes. This review summarizes clinical strategies for empowering pediatric cancer patients, as well as their relationship with developing a “fighting spirit” in physical and mental health. To better understand physiological aspects of empowerment and to elucidate videogame-based intervention strategies, brain neuronal circuits and neurotransmitters during stress, fear, and resilience are also discussed. Neuroimaging studies point to the role of the reward system pathways in resilience and empowerment in patients. Taken together, videogames and mobile health applications open translational research opportunities to develop and deliver empowerment interventions to pediatric cancer patients and also to those with other chronic diseases. PMID:26287927

  8. Clinical and Neurobiological Perspectives of Empowering Pediatric Cancer Patients Using Videogames.

    PubMed

    Govender, Meveshni; Bowen, Randy C; German, Massiell L; Bulaj, Grzegorz; Bruggers, Carol S

    2015-10-01

    Pediatric oncology patients often experience fatigue and physical and mental deconditioning during and following chemotherapy treatments, contributing to diminished quality of life. Patient empowerment is a core principle of patient-centered care and reflects one's ability to positively affect his or her own health behavior and health status. Empowerment interventions may enhance patients' internal locus of control, resilience, coping skills, and self-management of symptoms related to disease and therapy. Clinical and technological advancements in therapeutic videogames and mobile medical applications (mobile health) can facilitate delivery of the empowerment interventions for medical purposes. This review summarizes clinical strategies for empowering pediatric cancer patients, as well as their relationship with developing a "fighting spirit" in physical and mental health. To better understand physiological aspects of empowerment and to elucidate videogame-based intervention strategies, brain neuronal circuits and neurotransmitters during stress, fear, and resilience are also discussed. Neuroimaging studies point to the role of the reward system pathways in resilience and empowerment in patients. Taken together, videogames and mobile health applications open translational research opportunities to develop and deliver empowerment interventions to pediatric cancer patients and also to those with other chronic diseases.

  9. STS-132/ULF4 Flight Controllers on Console

    NASA Image and Video Library

    2010-05-18

    JSC2010-E-081916 (18 May 2010) --- ISS flight directors Holly Ridings (seated) and Emily Nelson monitor data at their console in the space station flight control room in the Mission Control Center at NASA's Johnson Space Center during STS-132/ULF-4 mission flight day five activities.

  10. Do Ravens Show Consolation? Responses to Distressed Others

    PubMed Central

    Fraser, Orlaith N.; Bugnyar, Thomas

    2010-01-01

    Background Bystander affiliation (post-conflict affiliation from an uninvolved bystander to the conflict victim) may represent an expression of empathy in which the bystander consoles the victim to alleviate the victim's distress (“consolation”). However, alternative hypotheses for the function of bystander affiliation also exist. Determining whether ravens spontaneously offer consolation to distressed partners may not only help us to understand how animals deal with the costs of aggressive conflict, but may also play an important role in the empathy debate. Methodology/Principal findings This study investigates the post-conflict behavior of ravens, applying the predictive framework for the function of bystander affiliation for the first time in a non-ape species. We found weak evidence for reconciliation (post-conflict affiliation between former opponents), but strong evidence for both bystander affiliation and solicited bystander affiliation (post-conflict affiliation from the victim to a bystander). Bystanders involved in both interactions were likely to share a valuable relationship with the victim. Bystander affiliation offered to the victim was more likely to occur after intense conflicts. Renewed aggression was less likely to occur after the victim solicited affiliation from a bystander. Conclusions/Significance Our findings suggest that in ravens, bystanders may console victims with whom they share a valuable relationship, thus alleviating the victims' post-conflict distress. Conversely victims may affiliate with bystanders after a conflict in order to reduce the likelihood of renewed aggression. These results stress the importance of relationship quality in determining the occurrence and function of post-conflict interactions, and show that ravens may be sensitive to the emotions of others. PMID:20485685

  11. Database Tool for Master Console Operators

    NASA Technical Reports Server (NTRS)

    Ferrell, Sean

    2018-01-01

    The Spaceport Command and Control System (SCCS) is the National Aeronautics and Space Administration's (NASA) launch control system for the Orion capsule and Space Launch System, the next generation manned rocket currently in development. This large system requires highly trained and knowledgeable personnel. Master Console Operators (MCO) are currently working on familiarizing themselves with any possible scenario that they may encounter. An intern was recruited to help assist them with creating a tool to use for the process.

  12. Cardiovascular changes in video-game players. Cause for concern?

    PubMed

    Gwinup, G; Haw, T; Elias, A

    1983-12-01

    Video games are one of the most popular recreational activities among Americans of all ages, especially teenaged boys and young men. Studies of the health hazards of video-game playing have linked seizures, psychologic disturbances, and other health problems with the games. The study reported here measured changes in blood pressure and heart rate that occurred in 23 young men when they played a video game. The mean systolic blood pressure for the entire group was considerably higher during play than before or after and was significantly higher in novice players than in more skilled players. Heart rate was also significantly higher during play. In view of these results, other cardiovascular changes might be expected to occur during video-game playing. Although the changes reported here were minor, even minor cardiovascular alterations could potentially prove serious in persons with cardiovascular disease.

  13. Pedagogical Dramas and Transformational Play: Realizing Narrative through Videogames Design

    NASA Astrophysics Data System (ADS)

    Barab, Sasha A.; Dodge, Tyler; Ingram-Goble, Adam; Volk, Charlene; Peppler, Kylie; Pettyjohn, Patrick; Solomou, Maria

    Whereas traditionally stories involve an author, a performer, and an audience, much of the power of videogames as media for advancing narrative springs from their affordance for the player to occupy more than one role—and sometimes all three—simultaneously. In the narratively-rich videogames that we design, players have the opportunity to perform actions, experience consequences, and reflect on the underlying social values that these situations were designed to engage. Here, our focus is on the use of these games to engage children in experiencing ideological struggles associated with realizing social commitments. Toward this end, we will present our theoretical argument for the power of games as a contemporary story medium, grounding this discussion in the demonstration of three game design projects and their implementations.

  14. A pilot trial of a videogame-based exercise program for methadone maintained patients

    PubMed Central

    Cutter, Christopher J.; Schottenfeld, Richard S.; Moore, Brent A.; Ball, Samuel A.; Beitel, Mark; Savant, Jonathan D.; Stults-Kolehmainen, Matthew A.; Doucette, Christopher; Barry, Declan T.

    2014-01-01

    Few studies have examined exercise as a substance use disorder treatment. This pilot study investigated the feasibility and acceptability of an exercise intervention comprising the Wii Fit Plus™ and of a time-and-attention sedentary control comprising Wii™ videogames. We also explored their impact on physical activity levels, substance use, and psychological wellness. Twenty-nine methadone-maintained patients enrolled in an 8-week trial were randomly assigned to either Active Game Play (Wii Fit Plus™ videogames involving physical exertion) or Sedentary Game Play (Wii™ videogames played while sitting). Participants had high satisfaction and study completion rates. Active Game Play participants reported greater physical activity outside the intervention than Sedentary Game Play participants despite no such differences at baseline. Substance use decreased and stress and optimism improved in both conditions. Active Game Play is a feasible and acceptable exercise intervention, and Sedentary Game Play is a promising time-and-attention control. Further investigations of these interventions are warranted. PMID:25012555

  15. A pilot trial of a videogame-based exercise program for methadone maintained patients.

    PubMed

    Cutter, Christopher J; Schottenfeld, Richard S; Moore, Brent A; Ball, Samuel A; Beitel, Mark; Savant, Jonathan D; Stults-Kolehmainen, Matthew A; Doucette, Christopher; Barry, Declan T

    2014-10-01

    Few studies have examined exercise as a substance use disorder treatment. This pilot study investigated the feasibility and acceptability of an exercise intervention comprising the Wii Fit Plus™ and of a time-and-attention sedentary control comprising Wii™ videogames. We also explored their impact on physical activity levels, substance use, and psychological wellness. Twenty-nine methadone-maintained patients enrolled in an 8-week trial were randomly assigned to either Active Game Play (Wii Fit Plus™ videogames involving physical exertion) or Sedentary Game Play (Wii™ videogames played while sitting). Participants had high satisfaction and study completion rates. Active Game Play participants reported greater physical activity outside the intervention than Sedentary Game Play participants despite no such differences at baseline. Substance use decreased and stress and optimism improved in both conditions. Active Game Play is a feasible and acceptable exercise intervention, and Sedentary Game Play is a promising time-and-attention control. Further investigations of these interventions are warranted. Copyright © 2014 Elsevier Inc. All rights reserved.

  16. Pathological video-game use among youth ages 8 to 18: a national study.

    PubMed

    Gentile, Douglas

    2009-05-01

    Researchers have studied whether some youth are "addicted" to video games, but previous studies have been based on regional convenience samples. Using a national sample, this study gathered information about video-gaming habits and parental involvement in gaming, to determine the percentage of youth who meet clinical-style criteria for pathological gaming. A Harris poll surveyed a randomly selected sample of 1,178 American youth ages 8 to 18. About 8% of video-game players in this sample exhibited pathological patterns of play. Several indicators documented convergent and divergent validity of the results: Pathological gamers spent twice as much time playing as nonpathological gamers and received poorer grades in school; pathological gaming also showed comorbidity with attention problems. Pathological status significantly predicted poorer school performance even after controlling for sex, age, and weekly amount of video-game play. These results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.

  17. Control console replacement at the WPI Reactor

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Not Available

    1992-01-01

    With partial funding from the Department of Energy (DOE) University Reactor Instrumentation Upgrade Program (DOE Grant No. DE-FG02-90ER12982), the original control console at the Worcester Polytechnic Institute (WPI) Reactor has been replaced with a modern system. The new console maintains the original design bases and functionality while utilizing current technology. An advanced remote monitoring system has been added to augment the educational capabilities of the reactor. Designed and built by General Electric in 1959, the open pool nuclear training reactor at WPI was one of the first such facilities in the nation located on a university campus. Devoted to undergraduatemore » use, the reactor and its related facilities have been since used to train two generations of nuclear engineers and scientists for the nuclear industry. The reactor power level was upgraded from 1 to 10 kill in 1969, and its operating license was renewed for 20 years in 1983. In 1988, the reactor was converted to low enriched uranium. The low power output of the reactor and ergonomic facility design make it an ideal tool for undergraduate nuclear engineering education and other training.« less

  18. Do enhanced states exist? Boosting cognitive capacities through an action video-game.

    PubMed

    Kozhevnikov, Maria; Li, Yahui; Wong, Sabrina; Obana, Takashi; Amihai, Ido

    2018-04-01

    This research reports the existence of enhanced cognitive states in which dramatic temporary improvements in temporal and spatial aspects of attention were exhibited by participants who played (but not by those who merely observed) action video-games meeting certain criteria. Specifically, Experiments 1 and 2 demonstrate that the attentional improvements were exhibited only by participants whose skills matched the difficulty level of the video game. Experiment 2 showed that arousal (as reflected by the reduction in parasympathetic activity and increase in sympathetic activity) is a critical physiological condition for enhanced cognitive states and corresponding attentional enhancements. Experiment 3 showed that the cognitive enhancements were transient, and were no longer observed after 30 min of rest following video-gaming. Moreover, the results suggest that the enhancements were specific to tasks requiring visual-spatial focused attention, but not distribution of spatial attention as has been reported to improve significantly and durably as a result of long-term video-game playing. Overall, the results suggest that the observed enhancements cannot be simply due to the activity of video-gaming per se, but might rather represent an enhanced cognitive state resulting from specific conditions (heightened arousal in combination with active engagement and optimal challenge), resonant with what has been described in previous phenomenological literature as "flow" (Csikszentmihalyi, 1975) or "peak experiences" (Maslov, 1962). The findings provide empirical evidence for the existence of the enhanced cognitive states and suggest possibilities for consciously accessing latent resources of our brain to temporarily boost our cognitive capacities upon demand. Copyright © 2018 Elsevier B.V. All rights reserved.

  19. 11. DETAIL OF TERRACOTTA DECORATION, SHOWING SCROLL CONSOLE, WAVE ORNAMENT, ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    11. DETAIL OF TERRACOTTA DECORATION, SHOWING SCROLL CONSOLE, WAVE ORNAMENT, EGG-AND-DART, NYMPH HEADS AND FOLIATE PATTERN AROUND WINDOWS - City Hall, Atlantic & Tennessee Avenues, Atlantic City, Atlantic County, NJ

  20. Impact of a Pilot Videogame-Based Physical Activity Program on Walking Speed in Adults with Schizophrenia.

    PubMed

    Leutwyler, H; Hubbard, E; Cooper, B A; Dowling, G

    2017-11-10

    The purpose of this report is to describe the impact of a videogame-based physical activity program using the Kinect for Xbox 360 game system (Microsoft, Redmond, WA) on walking speed in adults with schizophrenia. In this randomized controlled trial, 28 participants played either an active videogame for 30 min (intervention group) or played a sedentary videogame for 30 min (control group), once a week for 6 weeks. Walking speed was measured objectively with the Short Physical Performance Battery at enrollment and at the end of the 6-week program. The intervention group (n = 13) showed an average improvement in walking speed of 0.08 m/s and the control group (n = 15) showed an average improvement in walking speed of 0.03 m/s. Although the change in walking speed was not statistically significant, the intervention group had between a small and substantial clinically meaningful change. The results suggest a videogame based physical activity program provides clinically meaningful improvement in walking speed, an important indicator of health status.

  1. STS-132/ULF4 Flight Controllers on Console

    NASA Image and Video Library

    2010-05-18

    JSC2010-E-081909 (18 May 2010) --- Flight director Mike Sarafin (left) and NASA astronaut Chris Cassidy, spacecraft communicator (CAPCOM) for the STS-132 mission, are pictured at their consoles in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during flight day five activities.

  2. Lending Video Game Consoles in an Academic Library

    ERIC Educational Resources Information Center

    Buller, Ryan

    2017-01-01

    This paper will outline the process and discussions undertaken at the University of Denver's University Libraries to implement a lending service providing video game consoles. Faculty and staff at the University Libraries decided to pursue the new lending service, though not a traditional library offering, to support the needs of a video game…

  3. 69. Commander's launch control console, east end, plexiglass shield up ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    69. Commander's launch control console, east end, plexiglass shield up - Ellsworth Air Force Base, Delta Flight, Launch Control Facility, County Road CS23A, North of Exit 127, Interior, Jackson County, SD

  4. Console test report for shuttle task 501 shuttle carrier aircraft transceiver console (SED 36115353-301)

    NASA Technical Reports Server (NTRS)

    Lane, J. H.

    1976-01-01

    Performance tests completed on the Space Shuttle Carrier Aircraft (SCA) transceiver console, verifying its design objectives, were described. These tests included: (1) check of power supply voltages for correct output voltage and energization at the proper point in the turn on sequence, (2) check of cooling system (LRU blower, overload sensors and circuitry, and thermocouple probe), (3) check of control circuits logic, including the provisions for remote control and display, (4) check of the LRU connector for presence of correct voltages and absence of incorrect voltages under both energized and deenergized conditions, and (5) check of the AGC and power output monitor circuits.

  5. You can't take it with you? Effects of handheld portable media consoles on physiological and psychological responses to video game and movie content.

    PubMed

    Ivory, James D; Magee, Robert G

    2009-06-01

    Portable media consoles are becoming extremely popular devices for viewing a number of different types of media content, both for entertainment and for educational purposes. Given the increasingly heavy use of portable consoles as an alternative to traditional television-style monitors, it is important to investigate how physiological and psychological effects of portable consoles may differ from those of television-based consoles, because such differences in physiological and psychological responses may precipitate differences in the delivered content's effectiveness. Because portable consoles are popular as a delivery system for multiple types of media content, such as movies and video games, it is also important to investigate whether differences between the effects of portable and television-based consoles are consistent across multiple types of media. This article reports a 2 x 2 (console: portable or television-based x medium: video game or movie) mixed factorial design experiment with physiological arousal and self-reported flow experience as dependent variables, designed to explore whether console type affects media experiences and whether these effects are consistent across different media. Results indicate that portable media consoles evoke lower levels of physiological arousal and flow experience and that this effect is consistent for both video games and movies. These findings suggest that even though portable media consoles are often convenient compared to television-based consoles, the convenience may come at a cost in terms of the user experience.

  6. 75 FR 80843 - In the Matter of Certain Gaming and Entertainment Consoles, Related Software, and Components...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-12-23

    ... Entertainment Consoles, Related Software, and Components Thereof; Notice of Investigation AGENCY: U.S..., related software, and components thereof by reason of infringement of certain claims of U.S. Patent No. 5... gaming and entertainment consoles, related software, and components thereof that infringe one or more of...

  7. Epilepsy and videogames.

    PubMed

    Bureau, Michelle; Hirsch, Edouard; Vigevano, Federico

    2004-01-01

    Since the first case of videogame (VG) epilepsy was reported in 1981, many cases of seizures triggered by VGs were reported, not only in photosensitive, but also in non-photosensitive children and adolescents with epilepsy. We provide an overview of the literature with overall conclusions and recommendations regarding VG playing. Specific preventive measures concerning the physical characteristics of images included in commercially available VGs (flash rate, choice of colors, patterns, and contrast) can lead in the future to a clear decrease of this problem. In addition to the positive effect of such measures, the collaborative studies performed in France and in the rest of Europe have stressed the importance of a safe distance to the screen of > or = 2 m, and the less provocative role of 100-Hz screens.

  8. Feasibility of an Online and Mobile Videogame Curriculum for Teaching Children Safe and Healthy Cellphone and Internet Behaviors.

    PubMed

    Hswen, Yulin; Rubenzahl, Lauren; Bickham, David S

    2014-08-01

    Increased prevalence and penetration of cellphone and mobile Internet use have raised significant concerns about children's health and safety by offering new spaces for cyberbullying, harassment, and sexual misconduct. "Cyberhero Mobile Safety" is a videogame-based education program designed using tenets of the capacity model with the goal of instilling the knowledge and skills necessary to safely and productively navigate the mobile online environment. This study evaluates its usability, appeal, and perceived impact and usefulness. Six educational videogames were part of a program delivered to 3rd-6th grade students (n=108) across six public schools in Upstate New York. Videogame play was electronically captured to evaluate usability. Likeability, acceptability, and perceived usefulness of videogame content were evaluated through postgame questionnaires. Videogame usability criteria were achieved on 82.7 percent of the students' gameplays. On a scale from 1 (low) to 5 (high), mean ratings were 4.09 (standard deviation [SD]=1.28) for likeability, 3.54 (SD=1.61) for acceptability, and 4.16 (SD=1.33) for perceived message usefulness. The "Cyberhero Mobile Safety" program is a feasible and potentially effective platform for delivering information about safe and healthy cellphone and Internet use to children. Results support the use of the capacity model to design educational videogames because games that aligned with theory principles were reported as having the most impact and being the most useful at shifting children's online behaviors. Future research should directly test the individual components of the capacity model to inform educational game design.

  9. Prose Fiction as a Narrative Companion for a Vegetable Parenting Videogame.

    PubMed

    Brand, Leah; Beltran, Alicia; Buday, Richard; O'Connor, Teresia; Hughes, Sheryl; Baranowski, Janice; Diep, Cassandra; Lu, Amy Shirong; Baranowski, Tom

    2015-08-01

    The purpose of this research is to explore the capacity of story to connect to a health-related videogame, as well as the qualities that may increase efficacy by making the story compelling. Parents of 3-5-year-old children often report difficulty getting their children to eat vegetables, which are protective against chronic illnesses. Videogames may be vehicles for training parenting practices for successful vegetable consumption outcomes but often rely on stories to provide context and details. Unfortunately, storytelling may interrupt immersion and player agency. Delivering stories outside of gameplay may provide an understanding of game situations while maintaining immersion. Two companion storylines (one a romantic adventure and the other a suspenseful fantasy) were generated for a vegetable parenting game, "Mommio," targeting mothers of preschool children. Mothers of 3-5-year-old children (n=18) read both storylines and completed semistructured interviews. Mothers preferred the romantic adventure, which featured strong characters, relatable issues, and an engaging plot. Most mothers were interested in playing the "Mommio" videogame after reading the stories. Results suggest that it is possible for prose literature to both motivate gameplay and be an immersive narrative companion to, but separate from, games for health. This literature should include engaging, realistic stories and relatable strong characters.

  10. Using Free Internet Videogames in Upper Extremity Motor Training for Children with Cerebral Palsy.

    PubMed

    Sevick, Marisa; Eklund, Elizabeth; Mensch, Allison; Foreman, Matthew; Standeven, John; Engsberg, Jack

    2016-06-07

    Movement therapy is one type of upper extremity intervention for children with cerebral palsy (CP) to improve function. It requires high-intensity, repetitive and task-specific training. Tedium and lack of motivation are substantial barriers to completing the training. An approach to overcome these barriers is to couple the movement therapy with videogames. This investigation: (1) tested the feasibility of delivering a free Internet videogame upper extremity motor intervention to four children with CP (aged 8-17 years) with mild to moderate limitations to upper limb function; and (2) determined the level of intrinsic motivation during the intervention. The intervention used free Internet videogames in conjunction with the Microsoft Kinect motion sensor and the Flexible Action and Articulated Skeleton Toolkit software (FAAST) software. Results indicated that the intervention could be successfully delivered in the laboratory and the home, and pre- and post- impairment, function and performance assessments were possible. Results also indicated a high level of motivation among the participants. It was concluded that the use of inexpensive hardware and software in conjunction with free Internet videogames has the potential to be very motivating in helping to improve the upper extremity abilities of children with CP. Future work should include results from additional participants and from a control group in a randomized controlled trial to establish efficacy.

  11. Using Free Internet Videogames in Upper Extremity Motor Training for Children with Cerebral Palsy

    PubMed Central

    Sevick, Marisa; Eklund, Elizabeth; Mensch, Allison; Foreman, Matthew; Standeven, John; Engsberg, Jack

    2016-01-01

    Movement therapy is one type of upper extremity intervention for children with cerebral palsy (CP) to improve function. It requires high-intensity, repetitive and task-specific training. Tedium and lack of motivation are substantial barriers to completing the training. An approach to overcome these barriers is to couple the movement therapy with videogames. This investigation: (1) tested the feasibility of delivering a free Internet videogame upper extremity motor intervention to four children with CP (aged 8–17 years) with mild to moderate limitations to upper limb function; and (2) determined the level of intrinsic motivation during the intervention. The intervention used free Internet videogames in conjunction with the Microsoft Kinect motion sensor and the Flexible Action and Articulated Skeleton Toolkit software (FAAST) software. Results indicated that the intervention could be successfully delivered in the laboratory and the home, and pre- and post- impairment, function and performance assessments were possible. Results also indicated a high level of motivation among the participants. It was concluded that the use of inexpensive hardware and software in conjunction with free Internet videogames has the potential to be very motivating in helping to improve the upper extremity abilities of children with CP. Future work should include results from additional participants and from a control group in a randomized controlled trial to establish efficacy. PMID:27338485

  12. Influence of videogames and musical instruments on performances at a simulator for robotic surgery.

    PubMed

    Moglia, Andrea; Perrone, Vittorio; Ferrari, Vincenzo; Morelli, Luca; Boggi, Ugo; Ferrari, Mauro; Mosca, Franco; Cuschieri, Alfred

    2017-06-01

    To assess if exposure to videogames, musical instrument playing, or both influence the psychomotor skills level, assessed by a virtual reality simulator for robot-assisted surgery (RAS). A cohort of 57 medical students were recruited: playing musical instruments (group 1), videogames (group 2), both (group 3), and no activity (group 4); all students executed four exercises on a virtual simulator for RAS. Subjects from group 3 achieved the best performances on overall score: 527.09 ± 130.54 vs. 493.73 ± 108.88 (group 2), 472.72 ± 85.31 (group 1), and 403.13 ± 99.83 (group 4). Statistically significant differences (p < .05) between group 3 and group 4 were found for overall score (p = .009) and for time of completion (p = .044). As regards experience with the piano, subjects from group 3 outperformed those from group 1 on overall score (496.98 ± 122.71 vs. 470.25 ± 92.31), but without statistically significant difference (p = .646). The present study suggests that the level of psychomotor skills in subjects exposed to both musical instrument playing and videogames is higher than that in those practicing either one alone. The effect of videogames appears negligible in individuals playing the piano.

  13. Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: "Fitter Critters"

    PubMed

    Schneider, Kristin L; Ferrara, John; Lance, Bri; Karetas, Andrew; Druker, Susan; Panza, Emily; Olendzki, Barbara; Andersen, Victoria; Pbert, Lori

    2012-08-01

    Interest in health videogames to stimulate health behavior change is increasing, yet little research exists on their use. This study tested the acceptability of an online health videogame called "Fitter Critters™" (Megazoid Games, Collegeville, PA) for improving healthy diet and activity in elementary school students. In October and November 2011, fifth grade students ( n =97) from a school in central Massachusetts played the game for 1 week during their health class. Measures of nutrition and activity knowledge, attitudes, and self-efficacy were completed prior to playing the game and again on the final day along with a videogame acceptability questionnaire. The videogame was highly acceptable to participants as measured by the acceptability questionnaire mean rating of 4.52 (SD=0.60), where 1=strongly disagree and 5=strongly agree; 73% of students played the game at least once outside of class. Significant increases in positive attitudes toward healthy eating ( P <0.001) and healthy eating self-efficacy ( P =0.02) and marginally significant increases in nutrition knowledge ( P =0.08) were observed. The "Fitter Critters" health videogame engages students in learning about healthy eating and activity. Further research should assess whether the positive changes observed in knowledge, attitudes, and self-efficacy translate into behavior change.

  14. Videogames: Multisensory Incentives Boosting Multiple Intelligences in Primary Education

    ERIC Educational Resources Information Center

    del Moral-Pérez, Mª Esther; Fernández-García, Laura Carlota; Guzmán-Duque, Alba Patricia

    2015-01-01

    Introduction: Our research focused on studying the extent to which the planned, systematic use of educational videogames can result in the generation of learning contexts conducive to developing Multiple Intelligences (MIs) amongst schoolchildren. Methodology: A twofold methodological approach was adopted: a) qualitative: previous assessment and…

  15. A Pilot Study of the Attractive Features of Active Videogames Among Chinese Primary School Children.

    PubMed

    Lau, Patrick W C; Lau, Erica Y; Wang, Jing Jing; Choi, Cheong-Rak; Kim, Chang Gyun

    2017-04-01

    The present study (1) explored the attractive features that affect Chinese primary school children's preferences of active videogames (AVGs) and (2) contrasted these findings with those in the Western literature. A total of 22 Chinese primary school children were recruited and interviewed. Four AVGs (Wii "Boxing," "Wii Fit™ Plus Obstacle Run"; "EyeToy Knockout", "EyeToy Keep ups") from two commercial consoles (Nintendo® Wii™ and Sony PlayStation ® 2 "EyeToy ® ") were employed. Participants used four selected AVGs for 3 minutes each. After each play period, children (1) described the strengths and weaknesses of each game as well as rated the attractive features of each game based on a 16-item questionnaire and (2) rated up to 5 items that were most influential regarding their AVG preferences. Participants indicated that control was the most significant feature, followed by feedback, goal, and graphics. The top five rated features imply that the perception of competence was the most appealing aspect and expected outcome of Chinese children who play AVGs. Compared with the Western findings regarding attractive AVG features, the present study found certain similarities as well as significant differences among Chinese AVG players. Based on the present study, control, feedback, goal, and graphics are the most significant features that attract Chinese children to play AVGs. Physical exertion, social interaction, competition, and learning outcomes, which are valued according to Western studies, were not mentioned as significant features by Chinese children. These findings demonstrate a need to investigate the effect of cultural background in AVG study design.

  16. Audio Haptic Videogaming for Developing Wayfinding Skills in Learners Who are Blind

    PubMed Central

    Sánchez, Jaime; de Borba Campos, Marcia; Espinoza, Matías; Merabet, Lotfi B.

    2014-01-01

    Interactive digital technologies are currently being developed as a novel tool for education and skill development. Audiopolis is an audio and haptic based videogame designed for developing orientation and mobility (O&M) skills in people who are blind. We have evaluated the cognitive impact of videogame play on O&M skills by assessing performance on a series of behavioral tasks carried out in both indoor and outdoor virtual spaces. Our results demonstrate that the use of Audiopolis had a positive impact on the development and use of O&M skills in school-aged learners who are blind. The impact of audio and haptic information on learning is also discussed. PMID:25485312

  17. Deciding to defect: the effects of video-game violence on cooperative behavior.

    PubMed

    Sheese, Brad E; Graziano, William G

    2005-05-01

    This experiment examined the effect of video-game violence on cooperative decision making. Participants (N= 48) were randomly assigned to play either a violent or a nonviolent version of the video game Doom in dyads. Following the video-game task, participants were separated and given an opportunity to choose to cooperate with their partner for mutual gain, withdraw from the interaction, or exploit their partner for their own benefit. Participants in the violent condition were significantly more likely to choose to exploit their partners than participants in the nonviolent condition. These findings suggest that playing violent video games may undermine prosocial motivation and promote exploitive behavior in social interactions.

  18. 70. Commander's launch control console, plexiglass shield down, looking southeast, ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    70. Commander's launch control console, plexiglass shield down, looking southeast, filing cabinet in corner - Ellsworth Air Force Base, Delta Flight, Launch Control Facility, County Road CS23A, North of Exit 127, Interior, Jackson County, SD

  19. 12. ENGINE TEST CELL BUILDING INTERIOR. DETAIL OF CONTROL CONSOLE ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    12. ENGINE TEST CELL BUILDING INTERIOR. DETAIL OF CONTROL CONSOLE FOR ENGINE TEST CELL 4. LOOKING NORTH. - Fairchild Air Force Base, Engine Test Cell Building, Near intersection of Arnold Street & George Avenue, Spokane, Spokane County, WA

  20. 77. Deputy commander's launch control console, fire control panel missing ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    77. Deputy commander's launch control console, fire control panel missing at right, south side - Ellsworth Air Force Base, Delta Flight, Launch Control Facility, County Road CS23A, North of Exit 127, Interior, Jackson County, SD

  1. MTR BASEMENT. GENERAL ELECTRIC CONTROL CONSOLE FOR AIRCRAFT NUCLEAR PROPULSION ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    MTR BASEMENT. GENERAL ELECTRIC CONTROL CONSOLE FOR AIRCRAFT NUCLEAR PROPULSION EXPERIMENT NO. 1. INL NEGATIVE NO. 6510. Unknown Photographer, 9/29/1959 - Idaho National Engineering Laboratory, Test Reactor Area, Materials & Engineering Test Reactors, Scoville, Butte County, ID

  2. Development of a remote control console for the HHIRF 25-MV tandem accelerator

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Hasanul Basher, A.M.

    1991-09-01

    The CAMAC-based control system for the 25-MV Tandem Accelerator at HHIRF uses two Perkin-Elmer, 32-bit minicomputers: a message-switching computer and a supervisory computer. Two operator consoles are located on one of the six serial highways. Operator control is provided by means of a console CRT, trackball, assignable shaft encoders and meters. The message-switching computer transmits and receives control information on the serial highways. At present, the CRT pages with updated parameters can be displayed and parameters can be controlled only from the two existing consoles, one in the Tandem control room and the other in the ORIC control room. Itmore » has become necessary to expand the control capability to several other locations in the building. With the expansion of control and monitoring capability of accelerator parameters to other locations, the operators will be able to control and observe the result of the control action at the same time. Since the new control console will be PC-based, the existing page format will be changed. The PC will be communicating with the Perkin-Elmer through RS-232 and a communication software package. Hardware configuration has been established, a communication software program that reads the pages from the shared memory has been developed. In this paper, we present the implementation strategy, works completed, existing and new page format, future action plans, explanation of pages and use of related global variables, a sample session, and flowcharts.« less

  3. How Effective Are Active Videogames Among the Young and the Old? Adding Meta-analyses to Two Recent Systematic Reviews.

    PubMed

    van 't Riet, Jonathan; Crutzen, Rik; Lu, Amy Shirong

    2014-10-01

    Two recent systematic reviews have surveyed the existing evidence for the effectiveness of active videogames in children/adolescents and in elderly people. In the present study, effect sizes were added to these systematic reviews, and meta-analyses were performed. All reviewed studies were considered for inclusion in the meta-analyses, but only studies were included that investigated the effectiveness of active videogames, used an experimental design, and used actual health outcomes as the outcome measures (body mass index for children/adolescents [k=5] and functional balance for the elderly [k=6]). The average effect of active videogames in children and adolescents was small and nonsignificant: Hedges' g=0.20 (95 percent confidence interval, -0.08 to 0.48). Limited heterogeneity was observed, and no moderator analyses were performed. For the effect of active videogames on functional balance in the elderly, the analyses revealed a medium-sized and significant effect of g=0.68 (95 percent confidence interval, 0.13-1.24). For the elderly studies, substantial heterogeneity was observed. Moderator analyses showed that there were no significant effects of using a no-treatment control group versus an alternative treatment control group or of using games that were especially created for health-promotion purposes versus off-the-shelf games. Also, intervention duration and frequency, sample size, study quality, and dropout did not significantly moderate the effect of active videogames. The results of these meta-analyses provide preliminary evidence that active videogames can have positive effects on relevant outcome measures in children/adolescents and elderly individuals.

  4. Changes in television viewing and computers/videogames use among high school students in Southern Brazil between 2001 and 2011.

    PubMed

    Silva, Kelly Samara; da Silva Lopes, Adair; Dumith, Samuel Carvalho; Garcia, Leandro Martin Totaro; Bezerra, Jorge; Nahas, Markus Vinicius

    2014-02-01

    To compare the prevalence of television (TV) watching and of computer/videogame use among high school students (15-19 years) from Southern Brazil between 2001 and 2011 and to identify associated socio-demographic factors. Panel studies were conducted with high school students in the state of Santa Catarina, Brazil, in 2001 (n = 5,028) and 2011 (n = 6,529). TV watching and computer/videogame use were collected using questionnaires. Prevalence of ≥2 h/day of TV watching dropped from 76.8 to 61.5 % and ≥2 h/day of computer/videogame use increased from 37.9 to 60.6 %. In both surveys, those aged 15-16 and those who did not work had higher likelihoods of being exposed to ≥2 h/day of TV watching. Boys, those with higher family income, and those who were living in urban areas had higher likelihoods of ≥2 h/day of computer/videogame use. Older age, studying at night and not working were protective factors to these behaviors. After a decade, there was a decrease in the prevalence of TV viewing and an increase in computer/videogame use. Socio-demographic factors were differently associated with these behaviors.

  5. Prose Fiction as a Narrative Companion for a Vegetable Parenting Videogame

    PubMed Central

    Beltran, Alicia; Buday, Richard; O'Connor, Teresia; Hughes, Sheryl; Baranowski, Janice; Diep, Cassandra; Lu, Amy Shirong; Baranowski, Tom

    2015-01-01

    Abstract Objective: The purpose of this research is to explore the capacity of story to connect to a health-related videogame, as well as the qualities that may increase efficacy by making the story compelling. Parents of 3–5-year-old children often report difficulty getting their children to eat vegetables, which are protective against chronic illnesses. Videogames may be vehicles for training parenting practices for successful vegetable consumption outcomes but often rely on stories to provide context and details. Unfortunately, storytelling may interrupt immersion and player agency. Delivering stories outside of gameplay may provide an understanding of game situations while maintaining immersion. Materials and Methods: Two companion storylines (one a romantic adventure and the other a suspenseful fantasy) were generated for a vegetable parenting game, “Mommio,” targeting mothers of preschool children. Mothers of 3–5-year-old children (n=18) read both storylines and completed semistructured interviews. Results: Mothers preferred the romantic adventure, which featured strong characters, relatable issues, and an engaging plot. Most mothers were interested in playing the “Mommio” videogame after reading the stories. Conclusions: Results suggest that it is possible for prose literature to both motivate gameplay and be an immersive narrative companion to, but separate from, games for health. This literature should include engaging, realistic stories and relatable strong characters. PMID:26182218

  6. STS-132/ULF4 Flight Controllers on Console - Orbit 2

    NASA Image and Video Library

    2010-05-17

    JSC2010-E-084363 (17 May 2010) --- Flight director Chris Edelen monitors data at his console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during STS-132 flight day four activities.

  7. MTR CONTROL ROOM WITH CONTROL CONSOLE AND STATUS READOUTS ALONG ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    MTR CONTROL ROOM WITH CONTROL CONSOLE AND STATUS READOUTS ALONG WALL. WORKERS MAKE ELECTRICAL AND OTHER CONNECTIONS. INL NEGATIVE NO. 4289. Unknown Photographer, 2/26/1952 - Idaho National Engineering Laboratory, Test Reactor Area, Materials & Engineering Test Reactors, Scoville, Butte County, ID

  8. Toward a consensus definition of pathological video-gaming: a systematic review of psychometric assessment tools.

    PubMed

    King, Daniel L; Haagsma, Maria C; Delfabbro, Paul H; Gradisar, Michael; Griffiths, Mark D

    2013-04-01

    Pathological video-gaming, or its proposed DSM-V classification of "Internet Use Disorder", is of increasing interest to scholars and practitioners in allied health disciplines. This systematic review was designed to evaluate the standards in pathological video-gaming instrumentation, according to Cicchetti (1994) and Groth-Marnat's (2009) criteria and guidelines for sound psychometric assessment. A total of 63 quantitative studies, including eighteen instruments and representing 58,415 participants, were evaluated. Results indicated that reviewed instrumentation may be broadly characterized as inconsistent. Strengths of available measures include: (i) short length and ease of scoring, (ii) excellent internal consistency and convergent validity, and (iii) potentially adequate data for development of standardized norms for adolescent populations. However, key limitations included: (a) inconsistent coverage of core addiction indicators, (b) varying cut-off scores to indicate clinical status, (c) a lack of a temporal dimension, (d) untested or inconsistent dimensionality, and (e) inadequate data on predictive validity and inter-rater reliability. An emerging consensus suggests that pathological video-gaming is commonly defined by (1) withdrawal, (2) loss of control, and (3) conflict. It is concluded that a unified approach to assessment of pathological video-gaming is needed. A synthesis of extant research efforts by meta-analysis may be difficult in the context of several divergent approaches to assessment. Copyright © 2013 Elsevier Ltd. All rights reserved.

  9. A new adaptive videogame for training attention and executive functions: design principles and initial validation.

    PubMed

    Montani, Veronica; De Filippo De Grazia, Michele; Zorzi, Marco

    2014-01-01

    A growing body of evidence suggests that action videogames could enhance a variety of cognitive skills and more specifically attention skills. The aim of this study was to develop a novel adaptive videogame to support the rehabilitation of the most common consequences of traumatic brain injury (TBI), that is the impairment of attention and executive functions. TBI patients can be affected by psychomotor slowness and by difficulties in dealing with distraction, maintain a cognitive set for a long time, processing different simultaneously presented stimuli, and planning purposeful behavior. Accordingly, we designed a videogame that was specifically conceived to activate those functions. Playing involves visuospatial planning and selective attention, active maintenance of the cognitive set representing the goal, and error monitoring. Moreover, different game trials require to alternate between two tasks (i.e., task switching) or to perform the two tasks simultaneously (i.e., divided attention/dual-tasking). The videogame is controlled by a multidimensional adaptive algorithm that calibrates task difficulty on-line based on a model of user performance that is updated on a trial-by-trial basis. We report simulations of user performance designed to test the adaptive game as well as a validation study with healthy participants engaged in a training protocol. The results confirmed the involvement of the cognitive abilities that the game is supposed to enhance and suggested that training improved attentional control during play.

  10. A new adaptive videogame for training attention and executive functions: design principles and initial validation

    PubMed Central

    Montani, Veronica; De Filippo De Grazia, Michele; Zorzi, Marco

    2014-01-01

    A growing body of evidence suggests that action videogames could enhance a variety of cognitive skills and more specifically attention skills. The aim of this study was to develop a novel adaptive videogame to support the rehabilitation of the most common consequences of traumatic brain injury (TBI), that is the impairment of attention and executive functions. TBI patients can be affected by psychomotor slowness and by difficulties in dealing with distraction, maintain a cognitive set for a long time, processing different simultaneously presented stimuli, and planning purposeful behavior. Accordingly, we designed a videogame that was specifically conceived to activate those functions. Playing involves visuospatial planning and selective attention, active maintenance of the cognitive set representing the goal, and error monitoring. Moreover, different game trials require to alternate between two tasks (i.e., task switching) or to perform the two tasks simultaneously (i.e., divided attention/dual-tasking). The videogame is controlled by a multidimensional adaptive algorithm that calibrates task difficulty on-line based on a model of user performance that is updated on a trial-by-trial basis. We report simulations of user performance designed to test the adaptive game as well as a validation study with healthy participants engaged in a training protocol. The results confirmed the involvement of the cognitive abilities that the game is supposed to enhance and suggested that training improved attentional control during play. PMID:24860529

  11. STS-134 Flight Controllers on Console - Launch.

    NASA Image and Video Library

    2011-05-16

    JSC2011-E-044228 (16 May 2011) --- Flight director Tony Ceccacci is pictured at his console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during launch countdown activities a few hundred miles away in Florida, site of space shuttle Endeavour's STS-134 launch. Liftoff was at 8:56 a.m. (EDT) on May 16, 2011, from Launch Pad 39A at NASA's Kennedy Space Center. Photo credit: NASA

  12. The Use of Videogames, Gamification, and Virtual Environments in the Self-Management of Diabetes: A Systematic Review of Evidence.

    PubMed

    Theng, Yin-Leng; Lee, Jason W Y; Patinadan, Paul V; Foo, Schubert S B

    2015-10-01

    The use of videogames in healthcare interventions is gaining popularity, but there is still a gap in the understanding on how these types of interventions are used for the management of diabetes. The purpose of this review is to examine published research on the use of videogames for diabetes management. With the increased use of mobile technology, the review was expanded to understand whether games, gamification, and virtual environments can be used for diabetes self-management. Out of the 307 articles identified, only 10 articles met the inclusion criteria of the study. The duration of most studies was short, with small sample sizes. All interventions targeted behavioral changes examining risk reduction of diabetes-related risk and promotion of healthy behavior among study participants. Videogames appeared to be helpful tools for education in some interventions, whereas gamification and virtual environments increased extrinsic motivation and provided positive reinforcement. This review concludes by discussing the potential of using videogames and gamification for the self-management of diabetes.

  13. Apollo 13 - Mission Control Console

    NASA Image and Video Library

    1970-04-15

    S70-35096 (16 April 1970) --- As the problem-plagued Apollo 13 crewmen entered their final 24 hours in space, several persons important to the mission remained attentive at consoles in the Mission Operations Control Room of the Mission Control Center at Manned Spacecraft Center. Among those monitoring communications and serving in supervisory capacities were these four officials from National Aeronautics and Space Administration Headquarters, Washington, D.C.: (from left) Thomas H. McMullen, Office of Manned Space Flight, who served as Shift 1 mission director; Dale Myers, associate administrator, Manned Space Flight; Chester M. Lee of the Apollo Program Directorate, OMSF, Apollo 13 mission director; and Dr. Rocco A. Petrone, Apollo program director, OMSF.

  14. Moving Evidence into Practice: Cost Analysis and Assessment of Macaques’ Sustained Behavioral Engagement with Videogames and Foraging Devices

    PubMed Central

    Bennett, Allyson J.; Perkins, Chaney M.; Tenpas, Parker D.; Reinebach, Alma L.; Pierre, Peter J.

    2017-01-01

    Environmental enrichment plans for captive nonhuman primates often include provision of foraging devices. The rationale for using foraging devices is to promote species-typical activity patterns that encourage physical engagement and provide multi-sensory stimulation. However, these devices have been shown to be ineffective at sustaining manipulation over long periods of time, and often produce minimal cognitive engagement. Here we use an evidence-based approach to directly compare the amount of object-directed behavior with a foraging device and a computer-based videogame system. We recorded 11adult male rhesus monkeys’ interactions with a foraging device and two tasks within a joystick videogame cognitive test battery. Both techniques successfully produced high levels of engagement during the initial 20-min of observation. After 1-hr the monkeys manipulated the foraging device significantly less than the joystick, F(2,10)= 43.93, p < .0001. Subsequent testing showed that the monkeys engaged in videogame play for the majority of a 5-hr period, provided that they received a 94mg chow pellet upon successful completion of trials. Using a model approach we developed previously as a basis for standardized cost:benefit analysis to inform facility decisions, we calculated the comprehensive cost of incorporating a videogame system as an enrichment strategy. The videogame system has a higher initial cost compared to widely-used foraging devices however, the ongoing labor and supply costs are relatively low. Our findings add to two decades of empirical studies by a number of laboratories that have demonstrated the successful use of videogame-based systems to promote sustained non-social cognitive engagement for macaques. The broader significance of the work lies in the application of a systematic approach to compare and contrast enrichment strategies and encourage evidence-based decision making when choosing an enrichment strategy in a manner that promotes meaningful

  15. A Qualitative Study to Inform the Development of a Videogame for Adolescent Human Immunodeficiency Virus Prevention

    PubMed Central

    Rosenthal, Marjorie S.; Camenga, Deepa R.; Edelman, E. Jennifer; Fiellin, Lynn E.

    2012-01-01

    Abstract We used qualitative methods to inform the development of an interactive videogame focused on behavior change to reduce risk and promote human immunodeficiency virus (HIV) prevention in young minority adolescents. Guided by community-partnered research principles, we conducted and analyzed 16 individual interviews and six focus groups with 10–15 year-old boys and girls (36 unique participants) at a neighborhood-based nonprofit organization serving youth from low-resource neighborhoods. Three recurrent themes lent themselves to translation into a videogame-based intervention. Adolescents reported protective factors and facilitators to engaging in risk behaviors, including (1) their personal ability to balance the tension between individuation and group membership, (2) the presence of stable mentor figures in their life, and (3) the neighborhood in which they live. We used these themes to inform the design of our videogame intervention with the goal that these methods may increase the intervention's efficacy at promoting HIV prevention by making them more tailored and relevant to a specific population. Our qualitative study provides a practical understanding of how important elements identified by minority youth regarding negotiating around risk behaviors can be integrated into a videogame intervention. These findings offer valuable insights to researchers whose goal is to design effective and tailored interventions to affect behavior change. PMID:24078897

  16. 12. DETAIL OF WEST END OF CENTRAL ATLAS CONTROL CONSOLE ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    12. DETAIL OF WEST END OF CENTRAL ATLAS CONTROL CONSOLE IN SLC-3W CONTROL ROOM SHOWING LAUNCH CONDUCTOR AND ASSISTANT LAUNCH CONDUCTOR PANELS - Vandenberg Air Force Base, Space Launch Complex 3, Launch Operations Building, Napa & Alden Roads, Lompoc, Santa Barbara County, CA

  17. How Effective Are Active Videogames Among the Young and the Old? Adding Meta-analyses to Two Recent Systematic Reviews

    PubMed Central

    Crutzen, Rik; Lu, Amy Shirong

    2014-01-01

    Abstract Objective: Two recent systematic reviews have surveyed the existing evidence for the effectiveness of active videogames in children/adolescents and in elderly people. In the present study, effect sizes were added to these systematic reviews, and meta-analyses were performed. Materials and Methods: All reviewed studies were considered for inclusion in the meta-analyses, but only studies were included that investigated the effectiveness of active videogames, used an experimental design, and used actual health outcomes as the outcome measures (body mass index for children/adolescents [k=5] and functional balance for the elderly [k=6]). Results: The average effect of active videogames in children and adolescents was small and nonsignificant: Hedges' g=0.20 (95 percent confidence interval, −0.08 to 0.48). Limited heterogeneity was observed, and no moderator analyses were performed. For the effect of active videogames on functional balance in the elderly, the analyses revealed a medium-sized and significant effect of g=0.68 (95 percent confidence interval, 0.13–1.24). For the elderly studies, substantial heterogeneity was observed. Moderator analyses showed that there were no significant effects of using a no-treatment control group versus an alternative treatment control group or of using games that were especially created for health-promotion purposes versus off-the-shelf games. Also, intervention duration and frequency, sample size, study quality, and dropout did not significantly moderate the effect of active videogames. Conclusions: The results of these meta-analyses provide preliminary evidence that active videogames can have positive effects on relevant outcome measures in children/adolescents and elderly individuals. PMID:26192486

  18. Feasibility of gaming console exercise and its effect on endurance, gait and balance in people with an acquired brain injury.

    PubMed

    McClanachan, Nelson J; Gesch, Janelle; Wuthapanich, Nampech; Fleming, Jennifer; Kuys, Suzanne S

    2013-01-01

    To determine feasibility of gaming console exercise and its effect on endurance, gait and balance in people following acquired brain injury (ABI). Twenty-one people following ABI were recruited to an 8-week randomized cross-over trial where 4 weeks of gaming console exercise in addition to usual therapy and 4 weeks of usual therapy alone were received. Feasibility measures included compliance, session duration and adverse events. Measures included endurance measured using a 6-minute walk test, spatiotemporal gait parameters (GAITRite) and balance using Balance Outcome Measure for Elder Rehabilitation (BOOMER). Motivation was measured using the Change Assessment Questionnaire. Compliance with gaming console exercise was high (99%), the majority of sessions reached duration target (82%) and there were no adverse events. There were small, though non-significant increases in 6-minute walk distance (18 metres, 95% CI = -33 to 69), gait speed (0.11 m s(-1), 95% CI = -0.18 to 0.29) and balance compared to after usual therapy after gaming console exercise. Gaming console exercise appears feasible in people with ABI. Four weeks of gaming console exercise in addition to usual therapy appears to result in similar improvements in endurance, gait and balance compared to usual therapy alone and may enhance active engagement in therapy.

  19. Content Analysis of Anti-Tobacco Videogames: Characteristics, Content, and Qualities.

    PubMed

    Watson, Anna M; Alber, Julia M; Barnett, Tracey E; Mercado, Rebeccah; Bernhardt, Jay M

    2016-06-01

    Although the prevalence of adolescent smoking has declined over the past two decades, the rate of decline has slowed. Electronic videogames show promise as an effective tool for health behavior change; however, the current state of tobacco prevention and cessation games has not been previously reviewed or evaluated. Currently available tobacco-related videogames were identified through online searches and in smartphone application stores. In total, 88 games were systematically coded for characteristics, content, and quality using a reliable and valid coding instrument developed for this research. The majority of games included at least two components of interactivity (75.0 percent) and at least one mechanism for rewarding (69.3 percent). However, most games lacked a story line (97.7 percent) and components for sense of control (25.0 percent). There were an average of 3.54 (standard deviation = 2.20) theoretical constructs in the games, with attitudes (83.0 percent), knowledge (78.4 percent), and perceived severity (55.7 percent) being the most common. The most common educational approach used was the affective education model (83.0 percent). Most games included at least one tobacco message (90.9 percent), with a majority of messages being loss-framed (63.6 percent) and/or one-sided (75.0 percent). Although today's anti-tobacco videogames contain many effective features, numerous qualities and best practices for changing behaviors through games are not present. Future games should seek to address these best practices in their development and evaluation to increase the likelihood they will be effective.

  20. Expedition 13 flight controller on console during mission - Orbit 1, BFCR

    NASA Image and Video Library

    2006-08-31

    JSC2006-E-38928 (31 Aug. 2006) --- Flight director Rick LaBrode monitors data at his console in the Station (Blue) Flight Control Room in Houston's Mission Control Center during Expedition 13 mission activities.

  1. Mentoring console improves collaboration and teaching in surgical robotics.

    PubMed

    Hanly, Eric J; Miller, Brian E; Kumar, Rajesh; Hasser, Christopher J; Coste-Maniere, Eve; Talamini, Mark A; Aurora, Alexander A; Schenkman, Noah S; Marohn, Michael R

    2006-10-01

    One of the most significant limitations of surgical robots has been their inability to allow multiple surgeons and surgeons-in-training to engage in collaborative control of robotic surgical instruments. We report the initial experience with a novel two-headed da Vinci surgical robot that has two collaborative modes: the "swap" mode allows two surgeons to simultaneously operate and actively swap control of the robot's four arms, and the "nudge" mode allows them to share control of two of the robot's arms. The utility of the mentoring console operating in its two collaborative modes was evaluated through a combination of dry laboratory exercises and animal laboratory surgery. The results from surgeon-resident collaborative performance of complex three-handed surgical tasks were compared to results from single-surgeon and single-resident performance. Statistical significance was determined using Student's t-test. Collaborative surgeon-resident swap control reduced the time to completion of complex three-handed surgical tasks by 25% compared to single-surgeon operation of a four-armed da Vinci (P < 0.01) and by 34% compared to single-resident operation (P < 0.001). While swap mode was found to be most helpful during parts of surgical procedures that require multiple hands (such as isolation and division of vessels), nudge mode was particularly useful for guiding a resident's hands during crucially precise steps of an operation (such as proper placement of stitches). The da Vinci mentoring console greatly facilitates surgeon collaboration during robotic surgery and improves the performance of complex surgical tasks. The mentoring console has the potential to improve resident participation in surgical robotics cases, enhance resident education in surgical training programs engaged in surgical robotics, and improve patient safety during robotic surgery.

  2. Effect of exposure to greater active videogame variety on time spent in moderate- to vigorous-intensity physical activity.

    PubMed

    Raynor, Hollie A; Cardoso, Chelsi; Bond, Dale S

    2016-07-01

    This investigation examined whether exposure to greater active videogame variety increases moderate- to vigorous-intensity physical activity (MVPA). Twenty-three participants (age=22.7±4.2yrs; body mass index=23.5±3.0kg/m(2); self-reported MVPA=298.7±116.7min/wk; 62.2% female; 73.9% Caucasian) participated in VARIETY (4 different active videogames during 4, 15-min bouts) and NON-VARIETY (only 1 active videogame during 4, 15-min bouts) counterbalanced sessions. VARIETY provided a different active videogame in each bout. NON-VARIETY provided participants their most highly liked active videogame in each bout. The Sensewear Mini Armband objectively assessed MVPA. For MVPA minutes, a session×bout (p<0.05) interaction occurred. In NON-VARIETY, bouts 2, 3, and 4 had significantly (p<0.05) fewer minutes than bout 1, with no decrease occurring in VARIETY. In bout 4, VARIETY had significantly (p<0.05) more minutes than NON-VARIETY. A main effect of session (p<0.05) occurred for MVPA minutes and energy expenditure, with VARIETY achieving greater amounts (31.8±14.3min vs. 27.6±16.9min; 186.1±96.8kcal vs. 171.2±102.8kcal). Exposure to greater activity variety within a session increased MVPA. Future research should examine exposure to a variety of activities over a longer time frame with participants of differing lifestyles in free-living environments. Copyright © 2016. Published by Elsevier Inc.

  3. KENNEDY SPACE CENTER, FLA. - Astronaut Soichi Noguchi (left), with the National Space Development Agency of Japan (NASDA), works at a console during a Multi-Element Integrated Test (MEIT) of the U.S. Node 2 and the Japanese Experiment Module (JEM) in the Space Station Processing Facility. The JEM, developed by NASDA, is Japan's primary contribution to the Station. It will enhance the unique research capabilities of the orbiting complex by providing an additional environment for astronauts to conduct science experiments. Noguchi is assigned to mission STS-114 as a mission specialist. Node 2 provides attach locations for the Japanese laboratory, as well as European laboratory, the Centrifuge Accommodation Module and, eventually, Multipurpose Logistics Modules. Installation of the module will complete the U.S. Core of the ISS.

    NASA Image and Video Library

    2003-09-03

    KENNEDY SPACE CENTER, FLA. - Astronaut Soichi Noguchi (left), with the National Space Development Agency of Japan (NASDA), works at a console during a Multi-Element Integrated Test (MEIT) of the U.S. Node 2 and the Japanese Experiment Module (JEM) in the Space Station Processing Facility. The JEM, developed by NASDA, is Japan's primary contribution to the Station. It will enhance the unique research capabilities of the orbiting complex by providing an additional environment for astronauts to conduct science experiments. Noguchi is assigned to mission STS-114 as a mission specialist. Node 2 provides attach locations for the Japanese laboratory, as well as European laboratory, the Centrifuge Accommodation Module and, eventually, Multipurpose Logistics Modules. Installation of the module will complete the U.S. Core of the ISS.

  4. 5. INSTRUMENT ROOM INTERIOR, SHOWING BACKS OF CONSOLE LOCKERS. Looking ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    5. INSTRUMENT ROOM INTERIOR, SHOWING BACKS OF CONSOLE LOCKERS. Looking northeast to firing control room passageway. - Edwards Air Force Base, Air Force Rocket Propulsion Laboratory, Firing Control Building, Test Area 1-100, northeast end of Test Area 1-100 Road, Boron, Kern County, CA

  5. Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: “Fitter Critters”

    PubMed Central

    Ferrara, John; Lance, Bri; Karetas, Andrew; Druker, Susan; Panza, Emily; Olendzki, Barbara; Andersen, Victoria; Pbert, Lori

    2012-01-01

    Abstract Objective Interest in health videogames to stimulate health behavior change is increasing, yet little research exists on their use. This study tested the acceptability of an online health videogame called “Fitter Critters™” (Megazoid Games, Collegeville, PA) for improving healthy diet and activity in elementary school students. Subjects and Methods In October and November 2011, fifth grade students (n=97) from a school in central Massachusetts played the game for 1 week during their health class. Measures of nutrition and activity knowledge, attitudes, and self-efficacy were completed prior to playing the game and again on the final day along with a videogame acceptability questionnaire. Results The videogame was highly acceptable to participants as measured by the acceptability questionnaire mean rating of 4.52 (SD=0.60), where 1=strongly disagree and 5=strongly agree; 73% of students played the game at least once outside of class. Significant increases in positive attitudes toward healthy eating (P<0.001) and healthy eating self-efficacy (P=0.02) and marginally significant increases in nutrition knowledge (P=0.08) were observed. Conclusions The “Fitter Critters” health videogame engages students in learning about healthy eating and activity. Further research should assess whether the positive changes observed in knowledge, attitudes, and self-efficacy translate into behavior change. PMID:24761317

  6. Developing New Literacies Using Commercial Videogames as Educational Tools

    ERIC Educational Resources Information Center

    Lacasa, Pilar; Martinez, Rut; Mendez, Laura

    2008-01-01

    The general aim of this paper is to examine how videogames, supported by conversations and theatrical performances in the classroom, can contribute to the development of narrative thought as present in written compositions in various contexts. Given that one of the primary ecological influences on children is the mass media, we discuss how media…

  7. ATV Engineering Support Team Safety Console Preparation for the Johannes Kepler Mission

    NASA Astrophysics Data System (ADS)

    Chase, R.; Oliefka, L.

    2010-09-01

    This paper describes the improvements to be implemented in the Safety console position of the Engineering Support Team(EST) at the Automated Transfer Vehicle(ATV) Control Centre(ATV-CC) for the upcoming ATV Johannes Kepler mission. The ATV missions to the International Space Station are monitored and controlled from the ATV-CC in Toulouse, France. The commanding of ATV is performed by the Vehicle Engineering Team(VET) in the main control room under authority of the Flight Director. The EST performs a monitoring function in a room beside the main control room. One of the EST positions is the Safety console, which is staffed by safety engineers from ESA and the industrial prime contractor, Astrium. The function of the Safety console is to check whether the hazard controls are available throughout the mission as required by the Hazard Reports approved by the ISS Safety Review Panel. Safety console preparation activities were limited prior to the first ATV mission due to schedule constraints, and the safety engineers involved have been working to improve the readiness for ATV 2. The following steps have been taken or are in process, and will be described in this paper: • review of the implementation of Operations Control Agreement Documents(OCADs) that record the way operational hazard controls are performed to meet the needs of the Hazard Reports(typically in Flight Rules and Crew Procedures), • crosscheck of operational control needs and implementations with respect to ATV's first flight observations and post flight evaluations, with a view to identifying additional, obsolete or revised operational hazard controls, • participation in the Flight Rule review and update process carried out between missions, • participation in the assessment of anomalies observed during the first ATV mission, to ensure that any impacts are addressed in the ATV 2 safety documentation, • preparation of a Safety console handbook to provide lists of important safety aspects to be

  8. Remarks on forensically interesting Sony Playstation 3 console features

    NASA Astrophysics Data System (ADS)

    Daugs, Gunnar; Kröger, Knut; Creutzburg, Reiner

    2012-02-01

    This paper deals with forensically interesting features of the Sony Playstation 3 game console. The construction and the internal structure are analyzed more precisely. Interesting forensic features of the operating system and the file system are presented. Differences between a PS3 with and without jailbreak are introduced and possible forensic attempts when using an installed Linux are discussed.

  9. Videogames to Promote Physical Activity in Older Adults with Schizophrenia.

    PubMed

    Leutwyler, Heather; Hubbard, Erin M; Vinogradov, Sophia; Dowling, Glenna A

    2012-10-01

    Older adults with schizophrenia need physical activity interventions to improve their physical health. The purpose of this report is to describe the preliminary acceptability of a videogame-based physical activity program using the Kinect™ for Xbox 360 game system (Microsoft, Redmond, WA) in older adults with schizophrenia.

  10. STS-132/ULF4 Flight Controllers on Console - Orbit 2

    NASA Image and Video Library

    2010-05-17

    JSC2010-E-084362 (17 May 2010) --- NASA astronaut Stanley Love, spacecraft communicator (CAPCOM) for the STS-132 mission, monitors data at his console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during flight day four activities.

  11. STS-132/ULF4 Flight Controllers on Console - Orbit 2

    NASA Image and Video Library

    2010-05-17

    JSC2010-E-084364 (17 May 2010) --- NASA astronaut Stanley Love, spacecraft communicator (CAPCOM) for the STS-132 mission, monitors data at his console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during flight day four activities.

  12. 18. DETAIL OF NORTH END OF ATLAS CONTROL CONSOLE NEAR ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    18. DETAIL OF NORTH END OF ATLAS CONTROL CONSOLE NEAR WEST WALL OF SLC-3W CONTROL ROOM SHOWING PAYLOAD ENVIRONMENT CONTROL AND MONITORING PANELS (LABELED 'PECMP') - Vandenberg Air Force Base, Space Launch Complex 3, Launch Operations Building, Napa & Alden Roads, Lompoc, Santa Barbara County, CA

  13. 16. DETAIL OF SOUTH END OF ATLAS CONTROL CONSOLE NEAR ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    16. DETAIL OF SOUTH END OF ATLAS CONTROL CONSOLE NEAR WEST WALL OF SLC-3W CONTROL ROOM SHOWING CONTROLS FOR STILL CAMERAS POSITIONED AROUND THE LAUNCH PAD - Vandenberg Air Force Base, Space Launch Complex 3, Launch Operations Building, Napa & Alden Roads, Lompoc, Santa Barbara County, CA

  14. Childhood obesity stigma: association with television, videogame, and magazine exposure.

    PubMed

    Latner, Janet D; Rosewall, Juliet K; Simmonds, Murray B

    2007-06-01

    Although the stigmatization of obesity among children is highly prevalent, its origins and relationship to mass media exposure are largely unknown. Ninety boys and 171 girls aged 10-13 years (mean BMI=19.84) were asked to rank, in order of liking, 12 figures of peers depicted both with and without various disabilities or obesity, and to rate their attitudes towards the obese child on visual analogue scales. Weekly time spent watching television, watching videogames, and reading magazines on weekdays and weekends was assessed. Total media use, magazine use, and videogame use were significantly correlated with more negative reactions to obese girls and boys. Regression analyses revealed that greater dislike of obese children relative to their non-overweight peers was uniquely predicted by magazine reading time. Thus, media exposure was associated with stigmatizing attitudes towards obese children. Mass media sources may lead children to devalue and stigmatize peers with above-average body weights.

  15. Therapist Perspectives: Wii Active Videogames Use in Inpatient Settings with People Who Have Had a Brain Injury.

    PubMed

    Putnam, Cynthia; Cheng, Jinghui; Seymour, Gregory

    2014-12-01

    Brain injuries (BIs) are a major public health issue. Clinical experience and literature have identified that it is often challenging to motivate people who have had a BI to engage in repetitive exercises commonly prescribed for rehabilitation. As a result, some therapists include commercial active videogames (AVGs) in their therapy sessions to help make repetitive actions fun and engaging. In this project, we explored how the therapists used commercial AVGs to better understand the major barriers and enablers of use. We interviewed 17 therapists from two rehabilitation hospitals who work with people who have had a BI. After the interviews were transcribed, we identified salient themes. At the time of the interviews, therapists were using only the Nintendo(®) (Kyoto, Japan) Wii™ console. Common therapeutic goals included balance and weight shifting. Several patient factors, such as cognitive and physical abilities, age, and previous gaming experience, were considered important considerations when deciding to use games. Therapists also indicated many desired changes to games, including better control/interface, better feedback, and the ability to adjust timing, challenge, and stimulation levels. When considering therapy-centered game design, the needs of both therapists and patients should be considered. There is a necessary balance to consider in game design: They need to (a) be perceived as fun, (b) meet therapy goals, and (c) address therapists' needs (e.g., adjustability to address a range of patient abilities). Additionally, there is a need for a wide variety of available games to address novelty and personal preferences.

  16. Preliminary investigation of a videogame prototype for cigarette and marijuana prevention in adolescents.

    PubMed

    Duncan, Lindsay R; Hieftje, Kimberly D; Pendergrass, Tyra M; Sawyer, Benjamin G; Fiellin, Lynn E

    2018-02-09

    Videogames are becoming increasingly popular to deliver health interventions; however, their role in the primary prevention of cigarette and marijuana use has not yet been evaluated. The purpose of this study was to conduct a preliminary test of the efficacy of a role-playing videogame prototype, smokeSCREEN, aimed at developing knowledge and behavioral skills associated with primary prevention of cigarette and marijuana use. The authors also explored participants' gameplay experience. This study employed a 1-group pretest-posttest design with 25 adolescent boys and girls aged 11 to 14 years (M age = 11.56, SD = 0.77) who had never tried cigarettes or marijuana. Participants played four 1-hour gameplay sessions over a 2-week period. Assessments of knowledge, self-efficacy, attitudes, perceived norms, and intentions related to cigarette and marijuana prevention were collected at baseline and 2-week and 12-week follow-ups. Ratings of gameplay experience were collected after the 2 weeks of gameplay. One-way repeated-measures analyses of variance (ANOVAs) were conducted. Findings are (1) improvements in knowledge for both cigarette (Wilks' λ = 0.62, F(2, 23) = 7.21, P = .004) and marijuana (Wilks' λ = 0.67, F(2, 23) = 5.75, P = .009) use from pre- to post-gameplay that were characterized by large effects; and (2) nonsignificant trends in the expected direction emerged for changes in self-efficacy and perceived norms related to both cigarettes and marijuana that were characterized by medium-large effects. Overall, the players provided positive reports of their experience with the smokeSCREEN videogame prototype. These findings provide preliminary evidence that a videogame has the potential to influence key cognitive and motivational variables and can be an engaging means to deliver a cigarette and marijuana prevention intervention.

  17. Health Outcomes of Information System Use Lifestyles among Adolescents: Videogame Addiction, Sleep Curtailment and Cardio-Metabolic Deficiencies.

    PubMed

    Turel, Ofir; Romashkin, Anna; Morrison, Katherine M

    2016-01-01

    Obesity is a rising problem among adolescents in modern societies; it results in long-term cardio-metabolic problems. Possible overlooked drivers of obesity and its consequent cardio-metabolic deficits include videogame addiction and the resulting curtailed sleep; both are growing problems among adolescents. The objective of this study is to examine possible associations among these concepts in adolescents, as a means to point to plausible interventions. Data were collected from 94 adolescents who play videogames and are enrolled in outpatient clinics, using surveys, wearable sleep monitors (FitBit), physical exams, and blood tests at three points in time. These data were subjected to structural equation modeling (SEM) analyses and bootstrapping-based mediation testing procedures. Videogame addiction among adolescents was negatively associated with sleep duration (β = -0.24). Sleep duration was negatively associated with obesity (β = -0.30), which in turn was associated with elevated blood pressure (β = 0.26), low high-density lipoprotein cholesterol (β = -0.18), high triglycerides (β = 0.61), and high insulin resistance (β = 0.39). The model explained 36.2% of the variation in sleep duration, 32.7% of the variation in obesity, and between 12.8% and 28.1% of the variation in cardio-metabolic indicators. Post-hoc analyses indicated that curtailed sleep is a possible full mediator of the association between videogame addiction, abdominal obesity and the associated cardio-metabolic deficits. The findings point to possible information systems use lifestyle-health links, which behooves researchers and practitioners to pay closer attention to possible adverse health outcomes of technology-related addictions. Interventions that target problematic video-gaming and sleep should be devised as a possible means for improving adolescents' long-term cardio-metabolic health.

  18. Using Videogame Apps to Assess Gains in Adolescents' Substance Use Knowledge: New Opportunities for Evaluating Intervention Exposure and Content Mastery.

    PubMed

    Montanaro, Erika; Fiellin, Lynn E; Fakhouri, Tamer; Kyriakides, Tassos C; Duncan, Lindsay R

    2015-10-28

    Videogame interventions are becoming increasingly popular as a means to engage people in behavioral interventions; however, strategies for examining data from such interventions have not been developed. The objective of this study was to describe how a technology-based intervention can yield meaningful, objective evidence of intervention exposure within a behavioral intervention. This study demonstrates the analysis of automatic log files, created by software from a videogame intervention, that catalog game play and, as proof of concept, the association of these data with changes in substance use knowledge as documented with standardized assessments. We analyzed 3- and 6-month follow-up data from 166 participants enrolled in a randomized controlled trial evaluating a videogame intervention, PlayForward: Elm City Stories (PlayForward). PlayForward is a videogame developed as a risk reduction and prevention program targeting HIV risk behaviors (substance use and sex) in young minority adolescents. Log files were analyzed to extract the total amount of time spent playing the videogame intervention and the total number of game levels completed and beaten by each player. Completing and beating more of the game levels, and not total game play time, was related to higher substance use knowledge scores at the 3- (P=.001) and 6-month (P=.001) follow-ups. Our findings highlight the potential contributions a videogame intervention can make to the study of health behavior change. Specifically, the use of objective data collected during game play can address challenges in traditional human-delivered behavioral interventions. Clinicaltrials.gov NCT01666496; https://clinicaltrials.gov/ct2/show/NCT01666496 (Archived by WebCite at http://www.webcitation.org/6cV9fxsOg).

  19. Clifford Charlesworth seated at his console in Mission Control Room

    NASA Image and Video Library

    1968-12-21

    S68-55742 (21 Dec. 1968) --- Clifford E. Charlesworth, Apollo 8 "Green Team" flight director, is seated at his console in the Mission Operations Control Room in the Mission Control Center, Building 30, during the launch of the Apollo 8 (Spacecraft 103/Saturn 503) manned lunar orbit space mission.

  20. Moving evidence into practice: cost analysis and assessment of macaques' sustained behavioral engagement with videogames and foraging devices.

    PubMed

    Bennett, Allyson J; Perkins, Chaney M; Tenpas, Parker D; Reinebach, Alma L; Pierre, Peter J

    2016-12-01

    Environmental enrichment plans for captive nonhuman primates often include provision of foraging devices. The rationale for using foraging devices is to promote species-typical activity patterns that encourage physical engagement and provide multi-sensory stimulation. However, these devices have been shown to be ineffective at sustaining manipulation over long periods of time, and often produce minimal cognitive engagement. Here we use an evidence-based approach to directly compare the amount of object-directed behavior with a foraging device and a computer-based videogame system. We recorded 11 adult male rhesus monkeys' interactions with a foraging device and two tasks within a joystick videogame cognitive test battery. Both techniques successfully produced high levels of engagement during the initial 20 min of observation. After 1 hr the monkeys manipulated the foraging device significantly less than the joystick, F(2,10) = 43.93, P < 0.0001. Subsequent testing showed that the monkeys engaged in videogame play for the majority of a 5 hr period, provided that they received a 94 mg chow pellet upon successful completion of trials. Using a model approach, we developed previously as a basis for standardized cost:benefit analysis to inform facility decisions, we calculated the comprehensive cost of incorporating a videogame system as an enrichment strategy. The videogame system has a higher initial cost compared to widely-used foraging devices, however, the ongoing labor and supply costs are relatively low. Our findings add to two decades of empirical studies by a number of laboratories that have demonstrated the successful use of videogame-based systems to promote sustained non-social cognitive engagement for macaques. The broader significance of the work lies in the application of a systematic approach to compare and contrast enrichment strategies and encourage evidence-based decision making when choosing an enrichment strategy in a manner that

  1. STS-29 Flight Directors Briscoe and Dittemore at JSC MCC consoles

    NASA Image and Video Library

    1989-03-18

    STS029-S-042 (13 March 1989) --- Flight Directors Ronald D. Dittemore, left and Lee Briscoe monitor solid rocket booster separation activity on monitors at their consoles in the flight control room of the Johnson Space Center's mission control center.

  2. STS-132/ULF4 Flight Controllers on Console - Bldg. 30 south

    NASA Image and Video Library

    2010-05-20

    JSC2010-E-086375 (20 May 2010) --- Flight director Mike Sarafin monitors data at his console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during STS-132 mission flight day seven activities.

  3. STS-132/ULF4 Flight Controllers on Console - Bldg. 30 south

    NASA Image and Video Library

    2010-05-20

    JSC2010-E-086399 (20 May 2010) --- Flight director Mike Sarafin monitors data at his console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during STS-132 mission flight day seven activities.

  4. Videogames to Promote Physical Activity in Older Adults with Schizophrenia

    PubMed Central

    Hubbard, Erin M.; Vinogradov, Sophia; Dowling, Glenna A.

    2012-01-01

    Abstract Older adults with schizophrenia need physical activity interventions to improve their physical health. The purpose of this report is to describe the preliminary acceptability of a videogame-based physical activity program using the Kinect™ for Xbox 360 game system (Microsoft, Redmond, WA) in older adults with schizophrenia. PMID:24761318

  5. Alpha test of a videogame to increase children's vegetable consumption

    USDA-ARS?s Scientific Manuscript database

    This is a report of an alpha test with a computer of one episode of a casual videogame smartphone application, called Kiddio Food Fight (Archimage Inc., Houston, TX), targeted at training parents to increase their 3– to 5-year-old child's vegetable consumption. This was a qualitative study using sem...

  6. Simulation Training Versus Real Time Console Training for New Flight Controllers

    NASA Technical Reports Server (NTRS)

    Heaton, Amanda

    2010-01-01

    For new flight controllers, the two main learning tools are simulations and real time console performance training. These benefit the new flight controllers in different ways and could possibly be improved. Simulations: a) Allow for mistakes without serious consequences. b) Lets new flight controllers learn the working style of other new flight controllers. c) Lets new flight controllers eventually begin to feel like they have mastered the sim world, so therefore they must be competent in the real time world too. Real time: a) Shows new flight controllers some of the unique problems that develop and have to be accounted for when dealing with certain payloads or systems. b) Lets new flight controllers experience handovers - gathering information from the previous shift on what the room needs to be aware of and what still needs to be done. c) Gives new flight controllers confidence that they can succeed in the position they are training for when they can solve real anomalies. How Sims could be improved and more like real-time ops for the ISS Operations Controller position: a) Operations Change Requests to review. b) Fewer anomalies (but still more than real time for practice). c) Payload Planning Manager Handover sheet for the E-1 and E-3 reviews. d) Flight note in system with at least one comment to verify for the E-1 and E-3 reviews How the real time console performance training could be improved for the ISS Operations Controller position: a) Schedule the new flight controller to be on console for four days but with a different certified person each day. This will force them to be the source of knowledge about every OCR in progress, everything that has happened in those few days, and every activity on the timeline. Constellation program flight controllers will have to learn entirely from simulations, thereby losing some of the elements that they will need to have experience with for real time ops. It may help them to practice real time console performance training

  7. Control console replacement at the WPI Reactor. [Final report

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Not Available

    1992-12-31

    With partial funding from the Department of Energy (DOE) University Reactor Instrumentation Upgrade Program (DOE Grant No. DE-FG02-90ER12982), the original control console at the Worcester Polytechnic Institute (WPI) Reactor has been replaced with a modern system. The new console maintains the original design bases and functionality while utilizing current technology. An advanced remote monitoring system has been added to augment the educational capabilities of the reactor. Designed and built by General Electric in 1959, the open pool nuclear training reactor at WPI was one of the first such facilities in the nation located on a university campus. Devoted to undergraduatemore » use, the reactor and its related facilities have been since used to train two generations of nuclear engineers and scientists for the nuclear industry. The reactor power level was upgraded from 1 to 10 kill in 1969, and its operating license was renewed for 20 years in 1983. In 1988, the reactor was converted to low enriched uranium. The low power output of the reactor and ergonomic facility design make it an ideal tool for undergraduate nuclear engineering education and other training.« less

  8. Expedition 13 flight controller on console during mission - Orbit 1, BFCR

    NASA Image and Video Library

    2006-08-31

    JSC2006-E-38929 (31 Aug. 2006) --- Astronaut Andrew J. Feustel (background), spacecraft communicator (CAPCOM), and flight director Rick LaBrode monitor data at their consoles in the Station (Blue) Flight Control Room in Houston's Mission Control Center during Expedition 13 mission activities.

  9. Feasibility of Computer-Based Videogame Therapy for Children with Cerebral Palsy.

    PubMed

    Radtka, Sandra; Hone, Robert; Brown, Charles; Mastick, Judy; Melnick, Marsha E; Dowling, Glenna A

    2013-08-01

    Standing and gait balance problems are common in children with cerebral palsy (CP), resulting in falls and injuries. Task-oriented exercises to strengthen and stretch muscles that shift the center of mass and change the base of support are effective in improving balance. Gaming environments can be challenging and fun, encouraging children to engage in exercises at home. The aims of this project were to demonstrate the technical feasibility, ease of use, appeal, and safety of a computer-based videogame program designed to improve balance in children with CP. This study represents a close collaboration between computer design and clinical team members. The first two phases were performed in the laboratory, and the final phase was done in subjects' homes. The prototype balance game was developed using computer-based real-time three-dimensional programming that enabled the team to capture engineering data necessary to tune the system. Videogame modifications, including identifying compensatory movements, were made in an iterative fashion based on feedback from subjects and observations of clinical and software team members. Subjects ( n =14) scored the game 21.5 out of 30 for ease of use and appeal, 4.0 out of 5 for enjoyment, and 3.5 on comprehension. There were no safety issues, and the games performed without technical flaws in final testing. A computer-based videogame incorporating therapeutic movements to improve gait and balance in children with CP was appealing and feasible for home use. A follow-up study examining its effectiveness in improving balance in children with CP is recommended.

  10. Improving executive function deficits by playing interactive video-games: secondary analysis of a randomized controlled trial for individuals with chronic stroke.

    PubMed

    Rozental-Iluz, Clara; Zeilig, Gabi; Weingarden, Harold; Rand, Debbie

    2016-08-01

    Executive function deficits negatively impact independence and participation in everyday life of individuals with chronic stroke. Therefore, it is important to explore therapeutic interventions to improve executive functions. The aim of this study was to determine the effectiveness of a 3-month interactive video-game group intervention compared to a traditional motor group intervention for improving executive functions in individuals with chronic stroke. This study is a secondary analysis of a single-blind randomized controlled trial for improving factors related to physical activity of individuals with chronic stroke. Assessments were administered pre and post the intervention and at 3-month follow-up by assessors blind to treatment allocation. Thirty-nine individuals with chronic stroke with executive function deficits participated in an interactive video-game group intervention (N.=20) or a traditional group intervention (N.=19). The intervention included two 1-hour group sessions per week for three months, either playing video-games or performing traditional exercises/activities. Executive function deficits were assessed using The Trail Making Test (Parts A and B) and by two performance-based assessments; the Bill Paying Task from the Executive Function Performance Test (EFPT) and the Executive Function Route-Finding Task (EFRT). Following intervention, scores for the Bill Paying Task (EFPT) decreased by 27.5% and 36.6% for the participants in the video-game and traditional intervention, respectively (F=17.3, P<0.000) and continued to decrease in the video-game group with small effect sizes. Effect size was small to medium for the TMT-B (F=0.003, P=0.954) and EFRT (F=1.2, P=0.28), without any statistical significance difference. Interactive video-games provide combined cognitive-motor stimulation and therefore have potential to improve executive functioning of individuals with chronic stroke. Further research is needed. These findings highlight the potential of

  11. The Influence of Trainee Gaming Experience and Computer Self-Efficacy on Learner Outcomes of Videogame-Based Learning Environments

    DTIC Science & Technology

    2005-06-01

    videogame-based training environment. In this research, 413 participants played a first-person-perspective videogame that began with a single- player ...section to introduce game-specific tasks, followed by a multi- player section where participants formed small teams to conduct several collaborative...with over four million registered players . In Janurary 2004, America’s Army was used during a four-day inter-semester game- based training exercise at

  12. Health Outcomes of Information System Use Lifestyles among Adolescents: Videogame Addiction, Sleep Curtailment and Cardio-Metabolic Deficiencies

    PubMed Central

    2016-01-01

    Background and Objective Obesity is a rising problem among adolescents in modern societies; it results in long-term cardio-metabolic problems. Possible overlooked drivers of obesity and its consequent cardio-metabolic deficits include videogame addiction and the resulting curtailed sleep; both are growing problems among adolescents. The objective of this study is to examine possible associations among these concepts in adolescents, as a means to point to plausible interventions. Methods Data were collected from 94 adolescents who play videogames and are enrolled in outpatient clinics, using surveys, wearable sleep monitors (FitBit), physical exams, and blood tests at three points in time. These data were subjected to structural equation modeling (SEM) analyses and bootstrapping-based mediation testing procedures. Results Videogame addiction among adolescents was negatively associated with sleep duration (β = -0.24). Sleep duration was negatively associated with obesity (β = -0.30), which in turn was associated with elevated blood pressure (β = 0.26), low high-density lipoprotein cholesterol (β = -0.18), high triglycerides (β = 0.61), and high insulin resistance (β = 0.39). The model explained 36.2% of the variation in sleep duration, 32.7% of the variation in obesity, and between 12.8% and 28.1% of the variation in cardio-metabolic indicators. Post-hoc analyses indicated that curtailed sleep is a possible full mediator of the association between videogame addiction, abdominal obesity and the associated cardio-metabolic deficits. Conclusion The findings point to possible information systems use lifestyle-health links, which behooves researchers and practitioners to pay closer attention to possible adverse health outcomes of technology-related addictions. Interventions that target problematic video-gaming and sleep should be devised as a possible means for improving adolescents’ long-term cardio-metabolic health. PMID:27149512

  13. STS-132/ULF4 Flight Controllers on Console - Orbit 2

    NASA Image and Video Library

    2010-05-17

    JSC2010-E-084271 (17 May 2010) --- Flight director Chris Edelen (right) and NASA astronaut Stanley Love, spacecraft communicator (CAPCOM) for the STS-132 mission, are pictured at their consoles in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during flight day four activities.

  14. 37. View of detection radar environmental display (DRED) console for ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    37. View of detection radar environmental display (DRED) console for middle DR 2 (structure no. 736) antenna, located in MWOC facility. - Clear Air Force Station, Ballistic Missile Early Warning System Site II, One mile west of mile marker 293.5 on Parks Highway, 5 miles southwest of Anderson, Anderson, Denali Borough, AK

  15. Using Videogame Apps to Assess Gains in Adolescents’ Substance Use Knowledge: New Opportunities for Evaluating Intervention Exposure and Content Mastery

    PubMed Central

    2015-01-01

    Background Videogame interventions are becoming increasingly popular as a means to engage people in behavioral interventions; however, strategies for examining data from such interventions have not been developed. Objective The objective of this study was to describe how a technology-based intervention can yield meaningful, objective evidence of intervention exposure within a behavioral intervention. This study demonstrates the analysis of automatic log files, created by software from a videogame intervention, that catalog game play and, as proof of concept, the association of these data with changes in substance use knowledge as documented with standardized assessments. Methods We analyzed 3- and 6-month follow-up data from 166 participants enrolled in a randomized controlled trial evaluating a videogame intervention, PlayForward: Elm City Stories (PlayForward). PlayForward is a videogame developed as a risk reduction and prevention program targeting HIV risk behaviors (substance use and sex) in young minority adolescents. Log files were analyzed to extract the total amount of time spent playing the videogame intervention and the total number of game levels completed and beaten by each player. Results Completing and beating more of the game levels, and not total game play time, was related to higher substance use knowledge scores at the 3- (P=.001) and 6-month (P=.001) follow-ups. Conclusions Our findings highlight the potential contributions a videogame intervention can make to the study of health behavior change. Specifically, the use of objective data collected during game play can address challenges in traditional human-delivered behavioral interventions. Trial Registration Clinicaltrials.gov NCT01666496; https://clinicaltrials.gov/ct2/show/NCT01666496 (Archived by WebCite at http://www.webcitation.org/6cV9fxsOg) PMID:26510775

  16. 11. CENTRAL ATLAS CONTROL CONSOLE IN SLC3W CONTROL ROOM. COMMUNICATIONS ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    11. CENTRAL ATLAS CONTROL CONSOLE IN SLC-3W CONTROL ROOM. COMMUNICATIONS HEADSETS IN FOREGROUND. - Vandenberg Air Force Base, Space Launch Complex 3, Launch Operations Building, Napa & Alden Roads, Lompoc, Santa Barbara County, CA

  17. Training effectiveness of an intelligent tutoring system for a propulsion console trainer

    NASA Technical Reports Server (NTRS)

    Johnson, Debra Steele

    1990-01-01

    A formative evaluation was conducted on an Intelligent Tutoring System (ITS) developed for tasks performed on the Propulsion Console. The ITS, which was developed primarily as a research tool, provides training on use of the Manual Select Keyboard (MSK). Three subjects completed three phases of training using the ITS: declarative, speed, and automaticity training. Data were collected on several performance dimensions, including training time, number of trials performed in each training phase, and number of errors. Information was also collected regarding the user interface and content of training. Suggestions for refining the ITS are discussed. Further, future potential uses and limitations of the ITS are discussed. The results provide an initial demonstration of the effectiveness of the Propulsion Console ITS and indicate the potential benefits of this form of training tool for related tasks.

  18. Risk factors in adolescence: the case of gambling, videogame playing, and the internet.

    PubMed

    Griffiths, M; Wood, R T

    2000-01-01

    It has been noted that adolescents may be more susceptible to pathological gambling. Not only is it usually illegal, but it appears to be related to high levels of problem gambling and other delinquent activities such as illicit drug taking and alcohol abuse. This paper examines risk factors not only in adolescent gambling but also in videogame playing (which shares many similarities with gambling). There appear to be three main forms of adolescent gambling that have been widely researched. Adolescent gambling activities and general risk factors in adolescent gambling are provided. As well, the influence of technology on adolescents in the form of both videogames and the Internet are examined. It is argued that technologically advanced forms of gambling may be highly appealing to adolescents.

  19. STS-132/ULF4 Flight Controllers on Console - Bldg. 30 south

    NASA Image and Video Library

    2010-05-20

    JSC2010-E-086341 (20 May 2010) --- ISS flight director Holly Ridings monitors data at her console in the space station flight control room in the Mission Control Center at NASA's Johnson Space Center during STS-132/ULF-4 mission flight day seven activities.

  20. 35. View of data and analysis console (DAC), located in ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    35. View of data and analysis console (DAC), located in MWOC facility in transmitter building no. 102, showing clock and missile impact predictor time. - Clear Air Force Station, Ballistic Missile Early Warning System Site II, One mile west of mile marker 293.5 on Parks Highway, 5 miles southwest of Anderson, Anderson, Denali Borough, AK

  1. Completion of Launch Director Console Project and Other Support Work

    NASA Technical Reports Server (NTRS)

    Steinrock, Joshua G.

    2018-01-01

    There were four projects that I was a part of working on during the spring semester of 2018. This included the completion of the Launch Director Console (LDC) project and the completion and submission of a Concept of Operations (ConOps) document for the Record and Playback System (RPS) at the Launch Control Center (LCC), as well as supporting the implementation of a unit in RPS known as the CDP (Communication Data Processor). Also included was my support and mentorship of a High School robotics team that is sponsored by Kennedy Space Center. The LDC project is an innovative workstation to be used by the launch director for the future Space Launch System program. I worked on the fabrication and assembly of the final console. The ConOps on RPS is a technical document for which I produced supporting information and notes. All of this was done in the support of the IT Project Management Office (IT-F). The CDP is a subsystem that will eventually be installed in and operated by RPS.

  2. Mechanisms influencing older adolescents' bedtimes during videogaming: the roles of game difficulty and flow.

    PubMed

    Smith, Lisa J; King, Daniel L; Richardson, Cele; Roane, Brandy M; Gradisar, Michael

    2017-11-01

    A relationship between evening technology use and sleep has been established, and models suggest various mechanisms to explain this relationship. Recent updates to these models also suggest the influence of individual difference factors, such that the relationship between technology and sleep varies between young people. Flow is an experience of immersion and time distortion that could vary between adolescents when using technology. The aim of the present study was to investigate the effects of flow on the self-selected bedtimes of adolescents when videogaming. Seventeen older adolescent, experienced videogamers (age = 15.9 ± 0.83 years), played a new videogame on two school-night evenings in a sleep laboratory. Game difficulty was set to "hard" one evening (flow condition) and "easy" on the other evening (disrupted flow). Trait and state flow were measured, along with heart rate during videogaming, and bedtime measured objectively with real-time cameras. An interaction effect for heart rate indicated an elevated heart rate in the easy condition after 150 min of gaming (p < 0.02). No significant differences were found in bedtimes between the easy and hard conditions (p = 0.77). Adolescents high on trait flow played for longer and selected significantly later bedtimes than their low trait flow peers but only for the hard (flow) condition (12:22 AM vs. 10:53 PM, p = 0.004). Similarly, adolescents with high state flow went to bed significantly later than those low on state flow (12:24 PM vs. 10:52 PM, p = 0.001), again only in the hard condition. These findings suggest that individual and situational characteristics may amplify the effects of technology use on the "sleep" of adolescents and provides support for the displacement of bedtime hypothesis. Copyright © 2017 Elsevier B.V. All rights reserved.

  3. Television watching, videogames, and excess of body fat in Spanish adolescents: the AVENA study.

    PubMed

    Vicente-Rodríguez, Germán; Rey-López, J Pablo; Martín-Matillas, Miguel; Moreno, Luis A; Wärnberg, Julia; Redondo, Carlos; Tercedor, Pablo; Delgado, Manuel; Marcos, Ascensión; Castillo, Manuel; Bueno, Manuel

    2008-01-01

    We assessed the individual association of sedentary behaviors with the risk of overweight and excess body fat (overfat) in adolescents. A representative sample (1960 subjects, 1012 males, age 13-18.5 y) of Spanish adolescents was studied within the framework of the Alimentación y Valoración del Estado Nutricional de los Adolescentes (AVENA) study. Television (TV) watching, videogame and computer usage, doing homework, and the way students got to school, physical activity, and socioeconomic status were analyzed. Anthropometrics were measured to describe overweight (International Obesity Task Force cutoffs for body mass index) and overfat (body fat percentage >85th percentile). When all subjects were considered as an entire group, the overweight risk increased by 15.8% (P < 0.05) per increasing hour of TV watching. The overweight risks decreased by 32.5% in females, 22% per increasing year of age, and 12.5% by increasing socioeconomic status by 1 U (all Ps < 0.05). The obesity risks decreased with age by 17.8% per year in males and 27.1% in females (both Ps < 0.05). The overfat risks increased by 26.8% and 9.4% per increasing hour of TV and weekend videogame usage, respectively (both Ps < 0.05). In males, the overfat risk increased by 21.5% per increasing hour in weekend videogame usage (P < 0.05). Each hour of TV use increased the overfat risks by 22% in males and 28.3% in females (both Ps < 0.05). Time spent watching TV increased the risk of overweight and obesity in Spanish adolescents, but the effect was influenced by age, sex, and socioeconomic status. Moreover, an excess of body fat was more directly explained by the time spent watching TV and playing videogames during the weekend.

  4. Development and Validation of Videogame Addiction Scale for Children (VASC).

    PubMed

    Yılmaz, Eyüp; Griffiths, Mark D; Kan, Adnan

    2017-01-01

    The aim of the present study was to develop a valid and reliable Videogame Addiction Scale for Children (VASC). The data were derived from 780 children who completed the Videogame Addiction Scale (405 girls and 375 boys; 48.1% ranging in age from 9 to 12 years). The sample was randomly split into two different sub-samples (sample 1, n  = 400; sample 2, n  = 380). Sample 1 was used to perform exploratory factor analysis (EFA) to define the factorial structure of VASC. As a result of EFA, a four-factor structure comprising 21 items was obtained and explained 55% of the total variance (the four factors being "self-control," "reward/reinforcement," "problems," and "involvement"). The internal consistency reliability of VASC has found 0.89. Confirmatory factor analysis (CFA) was performed to confirm the factorial structure obtained by EFA in the remaining half of sample ( n  = 390). The obtained fit indices from the CFA confirmed the structure of the EFA. The 21-item VASC has good psychometric properties that can be used among Turkish schoolchildren populations.

  5. On Finding the C in CBT: The Challenges of Applying Gambling-Related Cognitive Approaches to Video-Gaming.

    PubMed

    Delfabbro, Paul; King, Daniel

    2013-11-14

    Many similarities have been drawn between the activities of gambling and video-gaming. Both are repetitive activities with intermittent reinforcement, decision-making opportunities, and elements of risk-taking. As a result, it might be tempting to believe that cognitive strategies that are used to treat problem gambling might also be applied to problematic video gaming. In this paper, we argue that many cognitive approaches to gambling that typically involve a focus on erroneous beliefs about probabilities and randomness are not readily applicable to video gaming. Instead, we encourage a focus on other clusters of cognitions that relate to: (a) the salience and over-valuing of gaming rewards, experiences, and identities, (b) maladaptive and inflexible rules about behaviour, (c) the use of video-gaming to maintain self-esteem, and (d) video-gaming for social status and recognition. This theoretical discussion is advanced as a starting point for the development of more refined cognitive treatment approaches for problematic video gaming.

  6. On finding the C in CBT: the challenges of applying gambling-related cognitive approaches to video-gaming.

    PubMed

    Delfabbro, Paul; King, Daniel

    2015-03-01

    Many similarities have been drawn between the activities of gambling and video-gaming. Both are repetitive activities with intermittent reinforcement, decision-making opportunities, and elements of risk-taking. As a result, it might be tempting to believe that cognitive strategies that are used to treat problem gambling might also be applied to problematic video gaming. In this paper, we argue that many cognitive approaches to gambling that typically involve a focus on erroneous beliefs about probabilities and randomness are not readily applicable to video gaming. Instead, we encourage a focus on other clusters of cognitions that relate to: (a) the salience and over-valuing of gaming rewards, experiences, and identities, (b) maladaptive and inflexible rules about behaviour, (c) the use of video-gaming to maintain self-esteem, and (d) video-gaming for social status and recognition. This theoretical discussion is advanced as a starting point for the development of more refined cognitive treatment approaches for problematic video gaming.

  7. STS-125 Flight Controllers on Console - (Orbit Shift)

    NASA Image and Video Library

    2009-05-11

    JSC2009-E-118888 (11 May 2009) --- Flight director Bryan Lunney monitors data at his console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during launch countdown activities a few hundred miles away in Florida, site of Space Shuttle Atlantis? scheduled STS-125 launch to service the Hubble Space Telescope. Liftoff was on time at 2:01 p.m. (EDT) on May 11, 2009 from launch pad 39A at NASA's Kennedy Space Center.

  8. STS-134 Orbit 1 flight controllers on console during AMS install

    NASA Image and Video Library

    2011-05-19

    JSC2011-E-046802 (19 May 2011) --- NASA astronaut Megan McArthur, STS-134 spacecraft communicator (CAPCOM), monitors data at her console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during flight day four activities. Photo credit: NASA

  9. STS-29 Flight Directors Briscoe and Dittemore at JSC MCC consoles

    NASA Image and Video Library

    1989-03-18

    STS029-S-041 (13 March 1989) --- Flight Directors (FD) Lee Brisco (left) and Ronad D. Dittmore monitor prelaunch activity on monitors at their consoles in the flight control room of the Johnson Space Center's mission control center. FD Gary Coen is in the back ground.

  10. ETR BUILDING, TRA642, INTERIOR. CONSOLE FLOOR, SOUTH HALF. CABLE TUNNEL. ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    ETR BUILDING, TRA-642, INTERIOR. CONSOLE FLOOR, SOUTH HALF. CABLE TUNNEL. CAMERA FACING SOUTH INTO ETR ELECTRICAL BUILDING (TRA-648). INL NEGATIVE NO. HD46-20-2. Mike Crane, Photographer, 2/2005 - Idaho National Engineering Laboratory, Test Reactor Area, Materials & Engineering Test Reactors, Scoville, Butte County, ID

  11. 36. ENGINE ROOM FROM STARBOARD SIDE OF CONTROL CONSOLE, LOOKING ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    36. ENGINE ROOM FROM STARBOARD SIDE OF CONTROL CONSOLE, LOOKING AT TWO DIESEL ENGINES, STAIRS LEAD UP TO CREW'S BERTHING. THIS IMAGE IS CLOSER TO THE STERN AND MORE ANGLED TOWARDS THE PORT THAN IMAGE 34. - U.S. Coast Guard Cutter WHITE LUPINE, U.S. Coast Guard Station Rockland, east end of Tillson Avenue, Rockland, Knox County, ME

  12. 39. View of checkout indicator computer console for DR beams, ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    39. View of checkout indicator computer console for DR beams, TR chains, and special checkout target control located in CSMR in transmitter building no. 102. - Clear Air Force Station, Ballistic Missile Early Warning System Site II, One mile west of mile marker 293.5 on Parks Highway, 5 miles southwest of Anderson, Anderson, Denali Borough, AK

  13. 13. VIEW OF CONTROL CONSOLE CURRENTLY USED ON OCCASION FOR ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    13. VIEW OF CONTROL CONSOLE CURRENTLY USED ON OCCASION FOR AMATUER RADIO AND TO PERIODICALLY ACTIVE STATION KPS. NOTE CLOCK ON WALL. SHADED PORTIONS ON 24HR CLOCK (15-18 AND 45-48 MINUTES) INDICATED MINUTES EACH HOUR WHEN STATIONS WOULD NOT TRANSMIT AND LISTEN FOR WEAK DISTRESS SIGNALS. - Marconi Radio Sites, Receiving, Point Reyes Station, Marin County, CA

  14. The power of consoling presence - hospice nurses’ lived experience with spiritual and existential care for the dying

    PubMed Central

    2014-01-01

    Background Being with dying people is an integral part of nursing, yet many nurses feel unprepared to accompany people through the process of dying, reporting a lack of skills in psychosocial and spiritual care, resulting in high levels of moral distress, grief and burnout. The aim of this study is to describe the meaning of hospice nurses’ lived experience with alleviating dying patients’ spiritual and existential suffering. Methods This is a qualitative study. Hospice nurses were interviewed individually and asked to narrate about their experiences with giving spiritual and existential care to terminally ill hospice patients. Data analysis was conducted using phenomenological hermeneutical method. Results The key spiritual and existential care themes identified, were sensing existential and spiritual distress, tuning inn and opening up, sensing the atmosphere in the room, being moved and touched, and consoling through silence, conversation and religious consolation. Conclusions Consoling existential and spiritual distress is a deeply personal and relational practice. Nurses have a potential to alleviate existential and spiritual suffering through consoling presence. By connecting deeply with patients and their families, nurses have the possibility to affirm the patients’ strength and facilitate their courage to live a meaningful life and die a dignified death. PMID:25214816

  15. Story immersion of videogames for youth health promotion: A review of literature

    USDA-ARS?s Scientific Manuscript database

    This article reviews research in the fields of psychology, literature, communication, human–computer interaction, public health, and consumer behavior on narrative and its potential relationships with videogames and story immersion. It also reviews a narrative's role in complementing behavioral chan...

  16. Medical Operations Console Procedure Evaluation: BME Response to Crew Call Down for an Emergency

    NASA Technical Reports Server (NTRS)

    Johnson-Troop; Pettys, Marianne; Hurst, Victor, IV; Smaka, Todd; Paul, Bonnie; Rosenquist, Kevin; Gast, Karin; Gillis, David; McCulley, Phyllis

    2006-01-01

    International Space Station (ISS) Mission Operations are managed by multiple flight control disciplines located at the lead Mission Control Center (MCC) at NASA-Johnson Space Center (JSC). ISS Medical Operations are supported by the complementary roles of Flight Surgeons (Surgeon) and Biomedical Engineer (BME) flight controllers. The Surgeon, a board certified physician, oversees all medical concerns of the crew and the BME provides operational and engineering support for Medical Operations Crew Health Care System. ISS Medical Operations is currently addressing the coordinated response to a crew call down for an emergent medical event, in particular when the BME is the only Medical Operations representative in MCC. In this case, the console procedure BME Response to Crew Call Down for an Emergency will be used. The procedure instructs the BME to contact a Surgeon as soon as possible, coordinate with other flight disciplines to establish a Private Medical Conference (PMC) for the crew and Surgeon, gather information from the crew if time permits, and provide Surgeon with pertinent console resources. It is paramount that this procedure is clearly written and easily navigated to assist the BME to respond consistently and efficiently. A total of five BME flight controllers participated in the study. Each BME participant sat in a simulated MCC environment at a console configured with resources specific to the BME MCC console and was presented with two scripted emergency call downs from an ISS crew member. Each participant used the procedure while interacting with analog MCC disciplines to respond to the crew call down. Audio and video recordings of the simulations were analyzed and each BME participant's actions were compared to the procedure. Structured debriefs were conducted at the conclusion of both simulations. The procedure was evaluated for its ability to elicit consistent responses from each BME participant. Trials were examined for deviations in procedure task

  17. Feasibility of Computer-Based Videogame Therapy for Children with Cerebral Palsy

    PubMed Central

    Radtka, Sandra; Hone, Robert; Brown, Charles; Mastick, Judy; Melnick, Marsha E.

    2013-01-01

    Abstract Objectives Standing and gait balance problems are common in children with cerebral palsy (CP), resulting in falls and injuries. Task-oriented exercises to strengthen and stretch muscles that shift the center of mass and change the base of support are effective in improving balance. Gaming environments can be challenging and fun, encouraging children to engage in exercises at home. The aims of this project were to demonstrate the technical feasibility, ease of use, appeal, and safety of a computer-based videogame program designed to improve balance in children with CP. Materials and Methods This study represents a close collaboration between computer design and clinical team members. The first two phases were performed in the laboratory, and the final phase was done in subjects' homes. The prototype balance game was developed using computer-based real-time three-dimensional programming that enabled the team to capture engineering data necessary to tune the system. Videogame modifications, including identifying compensatory movements, were made in an iterative fashion based on feedback from subjects and observations of clinical and software team members. Results Subjects (n=14) scored the game 21.5 out of 30 for ease of use and appeal, 4.0 out of 5 for enjoyment, and 3.5 on comprehension. There were no safety issues, and the games performed without technical flaws in final testing. Conclusions A computer-based videogame incorporating therapeutic movements to improve gait and balance in children with CP was appealing and feasible for home use. A follow-up study examining its effectiveness in improving balance in children with CP is recommended. PMID:24761324

  18. Research and Development for Advanced Tele-maintenance Capability with Remote Serial Console Access and Proactive Monitoring of Medical Devices

    DTIC Science & Technology

    2009-09-01

    Tele-maintenance Capability with Remote Serial Console Access and Proactive Monitoring of Medical Devices PRINCIPAL INVESTIGATOR...Remote Serial Console Access and Proactive Monitoring of Medical Devices 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S) 5d...ORGANIZATION REPORT NUMBER Concepteers LLC 880 Bergen Avenue, Suite 403 Jersey City, NJ 07306 9. SPONSORING / MONITORING

  19. STS-125 Flight Controllers on Console - (Orbit Shift)

    NASA Image and Video Library

    2009-05-11

    JSC2009-E-118817 (11 May 2009) --- Flight controller Mark McDonald monitors data at his console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during launch countdown activities a few hundred miles away in Florida, site of Space Shuttle Atlantis? scheduled STS-125 launch to service the Hubble Space Telescope. Liftoff was on time at 2:01 p.m. (EDT) on May 11, 2009 from launch pad 39A at NASA's Kennedy Space Center.

  20. Video-games used in a group setting is feasible and effective to improve indicators of physical activity in individuals with chronic stroke: a randomized controlled trial.

    PubMed

    Givon, Noa; Zeilig, Gabi; Weingarden, Harold; Rand, Debbie

    2016-04-01

    To investigate the feasibility of using video-games in a group setting and to compare the effectiveness of video-games as a group intervention to a traditional group intervention for improving physical activity in individuals with chronic stroke. A single-blind randomized controlled trial with evaluations pre and post a 3-month intervention, and at 3-month follow-up. Compliance (session attendance), satisfaction and adverse effects were feasibility measures. Grip strength and gait speed were measures of physical activity. Hip accelerometers quantified steps/day and the Action Research Arm Test assessed the functional ability of the upper extremity. Forty-seven community-dwelling individuals with chronic stroke (29-78 years) were randomly allocated to receive video-game (N=24) or traditional therapy (N=23) in a group setting. There was high treatment compliance for both interventions (video-games-78%, traditional therapy-66%), but satisfaction was rated higher for the video-game (93%) than the traditional therapy (71%) (χ(2)=4.98, P=0.026). Adverse effects were not reported in either group. Significant improvements were demonstrated in both groups for gait speed (F=3.9, P=0.02), grip strength of the weaker (F=6.67, P=0.002) and stronger hands (F=7.5, P=0.001). Daily steps and functional ability of the weaker hand did not increase in either group. Using video-games in a small group setting is feasible, safe and satisfying. Video-games improve indicators of physical activity of individuals with chronic stroke. © The Author(s) 2015.

  1. KENNEDY SPACE CENTER, FLA. - Astronaut Soichi Noguchi (left), with the National Space Development Agency of Japan (NASDA), points to data on the console during a Multi-Element Integrated Test (MEIT) of the U.S. Node 2 and the Japanese Experiment Module (JEM) in the Space Station Processing Facility. The JEM, developed by NASDA, is Japan's primary contribution to the Station. It will enhance the unique research capabilities of the orbiting complex by providing an additional environment for astronauts to conduct science experiments. Noguchi is assigned to mission STS-114 as a mission specialist. Node 2 provides attach locations for the Japanese laboratory, as well as European laboratory, the Centrifuge Accommodation Module and, eventually, Multipurpose Logistics Modules. Installation of the module will complete the U.S. Core of the ISS.

    NASA Image and Video Library

    2003-09-03

    KENNEDY SPACE CENTER, FLA. - Astronaut Soichi Noguchi (left), with the National Space Development Agency of Japan (NASDA), points to data on the console during a Multi-Element Integrated Test (MEIT) of the U.S. Node 2 and the Japanese Experiment Module (JEM) in the Space Station Processing Facility. The JEM, developed by NASDA, is Japan's primary contribution to the Station. It will enhance the unique research capabilities of the orbiting complex by providing an additional environment for astronauts to conduct science experiments. Noguchi is assigned to mission STS-114 as a mission specialist. Node 2 provides attach locations for the Japanese laboratory, as well as European laboratory, the Centrifuge Accommodation Module and, eventually, Multipurpose Logistics Modules. Installation of the module will complete the U.S. Core of the ISS.

  2. 37. ENGINE ROOM, FROM PORT SIDE OF CONTROL CONSOLE, LOOKING ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    37. ENGINE ROOM, FROM PORT SIDE OF CONTROL CONSOLE, LOOKING TOWARDS STERN, PORT ENGINE AT RIGHT, STARBOARD ENGINE AT LEFT, BOTH ARE DIESEL ENGINES, IN BACKGROUND IS STAIRS UP TO CREWS' BERTHING, BEYONE THE STAIRS IS THE DOOR TO AFT ENGINE ROOM & MACHINE SHOP. - U.S. Coast Guard Cutter WHITE HEATH, USGS Integrated Support Command Boston, 427 Commercial Street, Boston, Suffolk County, MA

  3. ETR, TRA642. FLOOR PLAN UNDER BALCONY ON CONSOLE FLOOR. MOTORGENERATOR ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    ETR, TRA-642. FLOOR PLAN UNDER BALCONY ON CONSOLE FLOOR. MOTOR-GENERATOR SETS AND OTHER ELECTRICAL EQUIPMENT. PHILLIPS PETROLEUM COMPANY ETR-D-1781, 7/1960. INL INDEX NO. 532-0642-00-706-020384, REV. 1. - Idaho National Engineering Laboratory, Test Reactor Area, Materials & Engineering Test Reactors, Scoville, Butte County, ID

  4. ETR BUILDING, TRA642, INTERIOR. CONSOLE FLOOR, SOUTH HALF. SOUTH SIDE ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    ETR BUILDING, TRA-642, INTERIOR. CONSOLE FLOOR, SOUTH HALF. SOUTH SIDE OF ETR REACTOR, CAMERA FACING NORTH. CABINET CONTAINING "NUCLEAR INSTRUMENT SYSTEMS" IS RESTRICTED. INL NEGATIVE NO. HD46-18-4. Mike Crane, Photographer, 2/2005 - Idaho National Engineering Laboratory, Test Reactor Area, Materials & Engineering Test Reactors, Scoville, Butte County, ID

  5. Effects of the Spock Videogame on Improving Emotional Intelligence in Adolescents

    ERIC Educational Resources Information Center

    Cejudo, Javier; Latorre, Sebastián

    2015-01-01

    Introduction: The aim of the present research is to experimentally assess the effects of a videogame program ("Spock") for improving emotional intelligence (EI) as an ability among a sample of adolescents. Method: The sample was made up of 92 adolescents, aged 17 to 19, who were currently studying the second year of…

  6. Prose fiction as a narrative companion for a vegetable parenting videogame

    USDA-ARS?s Scientific Manuscript database

    The purpose of this research is to explore the capacity of story to connect to a health-related videogame, as well as the qualities that may increase efficacy by making the story compelling. Parents of 3–5 year-old children often report difficulty getting their children to eat vegetables, which are ...

  7. MTR, TRA603. CONTROL ROOM DETAILS. ACOUSTIC PLASTER CEILING, USHAPED CONSOLE, ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    MTR, TRA-603. CONTROL ROOM DETAILS. ACOUSTIC PLASTER CEILING, U-SHAPED CONSOLE, INSTRUMENT PANELS, GLASS DOOR, ASPHALT TILE FLOOR AND COLORS. BLAW-KNOX 3150-803-11, 10/1950. INL INDEX NO. 531-0603-00-098-100570, REV. 3. - Idaho National Engineering Laboratory, Test Reactor Area, Materials & Engineering Test Reactors, Scoville, Butte County, ID

  8. IET control building (TAN620). control room. facing north. control consoles ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    IET control building (TAN-620). control room. facing north. control consoles have been removed. Openings in floor were communication and control conduits. Periscope controls at center left (see also HAER No. ID-33-E-20). INEEL negative no. HD-21-3-1 - Idaho National Engineering Laboratory, Test Area North, Scoville, Butte County, ID

  9. Cosmonaut Aleksey Leonov briefed on Apollo Communications test system console

    NASA Image and Video Library

    1974-04-23

    S74-20807 (23 April 1974) --- Cosmonaut Aleksey A. Leonov (foreground) is briefed on the Apollo communications test system console in the Building 440 laboratory during the joint U.S.-USSR Apollo-Soyuz Test Project training activity at the Johnson Space Center. Leonov is the commander of the Soviet ASTP crew. Leonov is being briefed by astronaut Thomas P. Stafford, commander of the American ASTP crew.

  10. STS-132/ULF4 WFCR Flight Controllers on Console

    NASA Image and Video Library

    2010-05-14

    JSC2010-E-080441 (14 May 2010) --- Flight director Richard Jones is pictured at his console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during launch countdown activities a few hundred miles away in Florida, site of space shuttle Atlantis? STS-132 launch. Liftoff was on time at 2:20 p.m. (EDT) on May 14, 2010 from launch pad 39A at NASA's Kennedy Space Center.

  11. STS-132/ULF4 WFCR Flight Controllers on Console

    NASA Image and Video Library

    2010-05-14

    JSC2010-E-080454 (14 May 2010) --- Flight director Tony Ceccacci is pictured at his console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during launch countdown activities a few hundred miles away in Florida, site of space shuttle Atlantis? STS-132 launch. Liftoff was on time at 2:20 p.m. (EDT) on May 14, 2010 from launch pad 39A at NASA's Kennedy Space Center.

  12. Changes in search rate but not in the dynamics of exogenous attention in action videogame players.

    PubMed

    Hubert-Wallander, Bjorn; Green, C Shawn; Sugarman, Michael; Bavelier, Daphne

    2011-11-01

    Many previous studies have shown that the speed of processing in attentionally demanding tasks seems enhanced following habitual action videogame play. However, using one of the diagnostic tasks for efficiency of attentional processing, a visual search task, Castel and collaborators (Castel, Pratt, & Drummond, Acta Psychologica 119:217-230, 2005) reported no difference in visual search rates, instead proposing that action gaming may change response execution time rather than the efficiency of visual selective attention per se. Here we used two hard visual search tasks, one measuring reaction time and the other accuracy, to test whether visual search rate may be changed by action videogame play. We found greater search rates in the gamer group than in the nongamer controls, consistent with increased efficiency in visual selective attention. We then asked how general the change in attentional throughput noted so far in gamers might be by testing whether exogenous attentional cues would lead to a disproportional enhancement in throughput in gamers as compared to nongamers. Interestingly, exogenous cues were found to enhance throughput equivalently between gamers and nongamers, suggesting that not all mechanisms known to enhance throughput are similarly enhanced in action videogamers.

  13. Changes in resting-state functionally connected parietofrontal networks after videogame practice.

    PubMed

    Martínez, Kenia; Solana, Ana Beatriz; Burgaleta, Miguel; Hernández-Tamames, Juan Antonio; Alvarez-Linera, Juan; Román, Francisco J; Alfayate, Eva; Privado, Jesús; Escorial, Sergio; Quiroga, María A; Karama, Sherif; Bellec, Pierre; Colom, Roberto

    2013-12-01

    Neuroimaging studies provide evidence for organized intrinsic activity under task-free conditions. This activity serves functionally relevant brain systems supporting cognition. Here, we analyze changes in resting-state functional connectivity after videogame practice applying a test-retest design. Twenty young females were selected from a group of 100 participants tested on four standardized cognitive ability tests. The practice and control groups were carefully matched on their ability scores. The practice group played during two sessions per week across 4 weeks (16 h total) under strict supervision in the laboratory, showing systematic performance improvements in the game. A group independent component analysis (GICA) applying multisession temporal concatenation on test-retest resting-state fMRI, jointly with a dual-regression approach, was computed. Supporting the main hypothesis, the key finding reveals an increased correlated activity during rest in certain predefined resting state networks (albeit using uncorrected statistics) attributable to practice with the cognitively demanding tasks of the videogame. Observed changes were mainly concentrated on parietofrontal networks involved in heterogeneous cognitive functions. Copyright © 2012 Wiley Periodicals, Inc.

  14. [Efficacy of interventions with video games consoles in stroke patients: a systematic review].

    PubMed

    Ortiz-Huerta, J H; Perez-de-Heredia-Torres, M; Guijo-Blanco, V; Santamaria-Vazquez, M

    2018-01-16

    In recent years video games and games consoles have been developed that are potentially useful in rehabilitation, which has led to studies conducted to evaluate the degree of efficacy of these treatments for people following a stroke. To analyse the literature available related to the effectiveness of applying video games consoles in the functional recovery of the upper extremities in subjects who have survived a stroke. A review of the literature was conducted in the CINHAL, Medline, PEDro, PsycArticles, PsycInfo, Science Direct, Scopus and Web of Science databases, using the query terms 'video game', 'stroke', 'hemiplegia', 'upper extremity' and 'hemiparesis'. After applying the eligibility criteria (clinical trials published between 2007 and 2017, whose participants were adults who had suffered a stroke with involvement of the upper extremity and who used video games), the scientific quality of the selected studies was rated by means of the PEDro scale. Eleven valid clinical trials were obtained for the systematic review. The studies that were selected, all of which were quantitative, presented different data and the inferential results indicated different levels of significance between control and experimental groups (82%) or between the different types of treatment (18%). The use of video games consoles is a useful complement for the conventional rehabilitation of the upper extremities of persons who have survived a stroke, since it increases rehabilitation time and enhances the recovery of motor functioning. Nevertheless, homogeneous intervention protocols need to be implemented in order to standardise the intervention.

  15. Overview and forensic investigation approaches of the gaming console Sony PlayStation Portable

    NASA Astrophysics Data System (ADS)

    Schön, Stephan; Schön, Ralph; Kröger, Knut; Creutzburg, Reiner

    2013-03-01

    This paper addresses the forensically interesting features of the Sony PlayStation Portable game console. The construction and the internal structure are analyzed precisely and interesting forensic features of the operating system and the file system are presented.

  16. PBF Control Building (PER619). Interior of control room. Control console ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    PBF Control Building (PER-619). Interior of control room. Control console in center of room. Indicator panels along walls. Window shown in ID-33-F-120 is between control panels at left. Camera facing northwest. Date: May 2004. INEEL negative no. HD-41-7-3 - Idaho National Engineering Laboratory, SPERT-I & Power Burst Facility Area, Scoville, Butte County, ID

  17. STS-132/ULF4 WFCR Flight Controllers on Console

    NASA Image and Video Library

    2010-05-14

    JSC2010-E-080439 (14 May 2010) --- Flight directors Richard Jones and Tony Ceccacci (foreground) monitor data at their console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during launch countdown activities a few hundred miles away in Florida, site of space shuttle Atlantis? STS-132 launch. Liftoff was on time at 2:20 p.m. (EDT) on May 14, 2010 from launch pad 39A at NASA's Kennedy Space Center.

  18. STS-132/ULF4 WFCR Flight Controllers on Console

    NASA Image and Video Library

    2010-05-14

    JSC2010-E-080438 (14 May 2010) --- Flight directors Richard Jones and Tony Ceccacci (foreground) monitor data at their console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during launch countdown activities a few hundred miles away in Florida, site of space shuttle Atlantis? STS-132 launch. Liftoff was on time at 2:20 p.m. (EDT) on May 14, 2010 from launch pad 39A at NASA's Kennedy Space Center.

  19. The design of the m-health service application using a Nintendo DS game console.

    PubMed

    Lee, Sangjoon; Kim, Jungkuk; Lee, Myoungho

    2011-03-01

    In this article, we developed an m-health monitoring system using a Nintendo DS game console to demonstrate its utility. The proposed system consists of a biosignal acquisition device, wireless sensor network, base-station for signal reception from the sensor network and signal conversion according to Internet protocol, personal computer display program, and the Nintendo DS game console. The system collects three-channel electrocardiogram (ECG) signals for cardiac abnormality detection and three-axis accelerometer signals for fall detection of a person. The collected signals are then transmitted to the base-station through the wireless sensor network, where they are transformed according to the transmission control protocol/Internet protocol (TCP/IP) and sent to the destination IP through Internet network. To test the developed system, the collected signals were displayed on a computer located in different building through wired Internet network and also simultaneously displayed on the Nintendo DS game console connected to Internet network wirelessly. The system was able to collect and transmit signals for more than 24 h without any interruptions or malfunctions, showing the possibility of integrating healthcare monitoring functions into a small handheld-type electronic device developed for different purposes without significant complications. It is expected that the system can be used in an ambulance, nursing home, or general hospital where efficient patient monitoring from long distance is necessary.

  20. STS-134 Orbit 2 flight controllers on consoles

    NASA Image and Video Library

    2011-05-17

    JSC2011-E-045472 (17 May 2011) --- A scale model of HM Bark Endeavour, namesake for the space shuttle currently making its final flight, adorns a console in the space shuttle flight control room in Mission Control in Houston. This model was first displayed in 1992 in the old shuttle control room during STS-49, the inaugural flight of the shuttle Endeavour. It was built by Dan Willett of JSC's Information Resources Directorate. The original sailing ship Endeavour was commanded by Lt. James Cook on a scientific voyage to the South Pacific, Australia and New Zealand from 1768 to 1771. Photo credit: NASA

  1. Inexpensive driver for stereo videogame glasses

    NASA Astrophysics Data System (ADS)

    Pique, Michael; Coogan, Anthony

    1990-09-01

    We have adapted home videogame glasses from Sega as workstation stereo viewers. A small (4x7x9 cm.) box of electronics receives sync signals in parallel with the monitor (either separate ROB-Sync or composite video) and drives the glasses.The view is dimmer than with costlier shutters, there is more ghosting, and the user is feuered by the wires. But the glasses are so much cheaper than the full-screen shutters (250 instead of about 10 000) that it is practical to provide the benefits of stereo to many more workstation users. We are using them with Sun TAAC-1 workstations; the interlaced video can also be recorded on ordinary NTSC videotape and played on television monitors.

  2. Epidemiological aspects of self-reported sleep onset latency in Japanese junior high school children.

    PubMed

    Alexandru, Gaina; Michikazu, Sekine; Shimako, Hamanishi; Xiaoli, Chen; Hitomi, Kanayama; Takashi, Yamagami; Robert, Williams W; Sadanobu, Kagamimori

    2006-09-01

    The purpose of this study was to investigate the relationships between sleep onset latency (SOL) and other sleep-wake patterns and media use habits in Japanese schoolchildren. A total of 9,718 junior high school children responded (12.8 years) and 9199 questionnaires were used in the present analyses. The questionnaire assessed sleep-wake patterns, TV viewing and videogame habits. Overall, 72.1% of the subjects reported short SOL (20 min) were strongly associated with disturbed sleep manifested especially by increased risk of night awakenings, decreased sleep depth, and bad sleep in general (overall sleep quality). Prolonged SOL was also associated with daytime sleepiness, difficulties in falling asleep, bad morning feeling and sleep insufficiency. We found a U-shaped relationship between sleep period and SOL. Increase in bedtime was accompanied by increased risk of prolonged SOL. The impact of ultra-short and ultra-long SOL (or=40 min) was also analysed. Long durations of watching television and playing videogame were significantly associated with prolonged SOL. After adjustment for sex, girls presented significantly higher risk of prolonged SOL. Body mass index adjustment did not reveal any significant results. SOL presents a significant component of sleep-wake habits; poor sleep hygiene and insufficient sleep time significantly increase SOL. Parents, healthcare practitioners and children themselves should be aware of the potentially negative influence of prolonged SOL. Additionally, the optimal coherent sleep-wake schedule must be promoted in parallel with the limitation on the viewing TV and game practices.

  3. The effects of a dynamic graphical model during simulation-based training of console operation skill

    NASA Technical Reports Server (NTRS)

    Farquhar, John D.; Regian, J. Wesley

    1993-01-01

    LOADER is a Windows-based simulation of a complex procedural task. The task requires subjects to execute long sequences of console-operation actions (e.g., button presses, switch actuations, dial rotations) to accomplish specific goals. The LOADER interface is a graphical computer-simulated console which controls railroad cars, tracks, and cranes in a fictitious railroad yard. We hypothesized that acquisition of LOADER performance skill would be supported by the representation of a dynamic graphical model linking console actions to goal and goal states in the 'railroad yard'. Twenty-nine subjects were randomly assigned to one of two treatments (i.e., dynamic model or no model). During training, both groups received identical text-based instruction in an instructional-window above the LOADER interface. One group, however, additionally saw a dynamic version of the bird's-eye view of the railroad yard. After training, both groups were tested under identical conditions. They were asked to perform the complete procedure without guidance and without access to either type of railroad yard representation. Results indicate that rather than becoming dependent on the animated rail yard model, subjects in the dynamic model condition apparently internalized the model, as evidenced by their performance after the model was removed.

  4. STS-125 Flight Controllers on Console - (Orbit Shift 1). Flight Director: Anthony Ceccacci

    NASA Image and Video Library

    2009-05-14

    JSC2009-E-120480 (14 May 2009) --- Tomas Gonzalez-Torres, STS-125 lead spacewalk officer, monitors data at his console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during flight day four activities.

  5. STS-125 Flight Controllers on Console - (Orbit Shift 1). Flight Director: Anthony Ceccacci

    NASA Image and Video Library

    2009-05-14

    JSC2009-E-120486 (14 May 2009) --- Tomas Gonzalez-Torres, STS-125 lead spacewalk officer, monitors data at his console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during flight day four activities.

  6. STS-125 Flight Controllers on Console - (Orbit Shift 1). Flight Director: Anthony Ceccacci

    NASA Image and Video Library

    2009-05-14

    JSC2009-E-120489 (14 May 2009) --- Astronaut Dan Burbank, STS-125 spacecraft communicator (CAPCOM), monitors data at his console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during flight day four activities.

  7. Can Training in a Real-Time Strategy Videogame Attenuate Cognitive Decline in Older Adults?

    PubMed Central

    Basak, Chandramallika; Boot, Walter R.; Voss, Michelle W.; Kramer, Arthur F.

    2014-01-01

    Declines in various cognitive abilities, particularly executive control functions, are observed in older adults. An important goal of cognitive training is to slow or reverse these age-related declines. However, opinion is divided in the literature regarding whether cognitive training can engender transfer to a variety of cognitive skills in older adults. Yet, recent research indicates that videogame training of young adults may engender broad transfer to skills of visual attention. In the current study, we used a real-time strategy videogame to attempt to train executive functions in older adults, such as working memory, task switching, short-term memory, inhibition, and reasoning. Older adults were either trained in a real-time strategy videogame for 23.5 hours (RON, n=20) or not (CONTROLS, n=20). A battery of cognitive tasks, including tasks of executive control and visuo-spatial skills, were assessed before, during, and after video game training. The trainees improved significantly in the measures of game performance. They also improved significantly more than the controls in a subset of the cognitive tasks, such as task switching, working memory, visual short term memory, and mental rotation. Trends in improvement were also observed, for the video game trainees, in inhibition and reasoning. Individual differences in changes in game performance were correlated with improvements in task-switching. The study has implications for the enhancement of executive control processes of older adults. PMID:19140648

  8. HoloHands: games console interface for controlling holographic optical manipulation

    NASA Astrophysics Data System (ADS)

    McDonald, C.; McPherson, M.; McDougall, C.; McGloin, D.

    2012-10-01

    The increased application of holographic optical manipulation techniques within the life sciences has sparked the development of accessible interfaces for control of holographic optical tweezers. Of particular interest are those that employ familiar, commercially available technologies. Here we present the use of a low cost games console interface, the Microsoft Kinect for the control of holographic optical tweezers and a study into the effect of using such a system upon the quality of trap generated.

  9. Experience and Explanation: Using Videogames to Prepare Students for Formal Instruction in Statistics

    NASA Astrophysics Data System (ADS)

    Arena, Dylan A.; Schwartz, Daniel L.

    2014-08-01

    Well-designed digital games can deliver powerful experiences that are difficult to provide through traditional instruction, while traditional instruction can deliver formal explanations that are not a natural fit for gameplay. Combined, they can accomplish more than either can alone. An experiment tested this claim using the topic of statistics, where people's everyday experiences often conflict with normative statistical theories and a videogame might provide an alternate set of experiences for students to draw upon. The research used a game called Stats Invaders!, a variant of the classic videogame Space Invaders. In Stats Invaders!, the locations of descending alien invaders follow probability distributions, and players need to infer the shape of the distributions to play well. The experiment tested whether the game developed participants' intuitions about the structure of random events and thereby prepared them for future learning from a subsequent written passage on probability distributions. Community-college students who played the game and then read the passage learned more than participants who only read the passage.

  10. Educational Videogames: Concept, Design And Evaluation

    NASA Astrophysics Data System (ADS)

    Rohrlick, D.; Yang, A.; Kilb, D. L.; Ma, L.; Ruzic, R.; Peach, C. L.; Layman, C. C.

    2013-12-01

    Videogames have historically gained popularity thanks to their entertainment rather than their educational value. This may be due, in part, to the fact that many educational videogames present academic concepts in dry, quiz-like ways, without the visual experiences, interactivity, and excitement of non-educational games. The increasing availability of tools that allow designers to easily create rich experiences for players now makes it simpler than ever for educational game designers to generate the visual experiences, interactivity, and excitement that gamers have grown to expect. Based on data from our work, when designed effectively, educational games can engage players, teach concepts, and tear down the stereotype of the stuffy, boring educational game. Our team has been experimenting with different ways to present scientific and mathematical concepts to middle and high school students through engaging, interactive games. When designing a gameplay concept, we focus on what we want the player to learn and experience as well as how to maintain a learning environment that is fun and engaging. Techniques that we have found successful include the use of a series of fast-paced 'minigames,' and the use of a 'simulator' learning method that allows a player to learn by completing objectives similar to those completed by today's scientists. Formative evaluations of our games over the past year have revealed both design strengths and weaknesses. Based on findings from a systematic evaluation of game play with diverse groups, with data collected through in-person observations of game play, knowledge assessments, focus groups, interviews with players, and computer tracking of students' game play behavior, we have found that players are uniformly enthusiastic about the educational tools. At the same time, we find there is more work to be done to make our tools fully intuitive, and to effectively present complex mathematical and scientific concepts to learners from a wide

  11. ETR, TRA642. CONSOLE FLOOR. CAMERA IS ON WEST SIDE OF ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    ETR, TRA-642. CONSOLE FLOOR. CAMERA IS ON WEST SIDE OF FLOOR AND FACES NORTH. OUTER WALL OF STORAGE CANAL IS AT RIGHT. SHIELDING IS THICKER AT LOWER LEVEL, WHERE SPENT FUEL ELEMENTS WILL COOL AFTER REMOVAL FROM REACTOR. INL NEGATIVE NO. 56-1401. Jack L. Anderson, Photographer, 5/1/1956 - Idaho National Engineering Laboratory, Test Reactor Area, Materials & Engineering Test Reactors, Scoville, Butte County, ID

  12. Structural Changes after Videogame Practice Related to a Brain Network Associated with Intelligence

    ERIC Educational Resources Information Center

    Colom, Roberto; Quiroga, Ma. Angeles; Solana, Ana Beatriz; Burgaleta, Miguel; Roman, Francisco J.; Privado, Jesus; Escorial, Sergio; Martinez, Kenia; Alvarez-Linera, Juan; Alfayate, Eva; Garcia, Felipe; Lepage, Claude; Hernandez-Tamames, Juan Antonio; Karama, Sherif

    2012-01-01

    Here gray and white matter changes after four weeks of videogame practice were analyzed using optimized voxel-based morphometry (VBM), cortical surface and cortical thickness indices, and white matter integrity computed from several projection, commissural, and association tracts relevant to cognition. Beginning with a sample of one hundred young…

  13. CONTROL CONSOLE FOR MTR FISSION PRODUCT MONITOR, USED TO DETECT ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    CONTROL CONSOLE FOR MTR FISSION PRODUCT MONITOR, USED TO DETECT BREAKS IN CLADDING OF FUEL ELEMENTS. COUNT-RATE METER IN TOP PANEL INDICATES AMOUNT OF RADIOACTIVITY. LOWER PANELS SUPPLY POWER AND AMPLIFICATION OF SIGNALS GENERATED BY SCINTILLATION COUNTER/PHOTOMULTIPLIER TUBE COMBINATION IN RESPONSE TO RADIOACTIVITY IN A SAMPLE OF THE COOLING WATER. INL NEGATIVE NO. 56-771. Jack L. Anderson, Photographer, 3/15/1956. - Idaho National Engineering Laboratory, Test Reactor Area, Materials & Engineering Test Reactors, Scoville, Butte County, ID

  14. KENNEDY SPACE CENTER, FLA. - Workers in the Space Station Processing Facility observe consoles during a Multi-Element Integrated Test (MEIT) of the U.S. Node 2 and the Japanese Experiment Module (JEM). Node 2 attaches to the end of the U.S. Lab on the ISS and provides attach locations for the Japanese laboratory, European laboratory, the Centrifuge Accommodation Module and, eventually, Multipurpose Logistics Modules. It will provide the primary docking location for the Shuttle when a pressurized mating adapter is attached to Node 2. Installation of the module will complete the U.S. Core of the ISS. The JEM, developed by the National Space Development Agency of Japan (NASDA), is Japan's primary contribution to the Station. It will enhance the unique research capabilities of the orbiting complex by providing an additional environment for astronauts to conduct science experiments.

    NASA Image and Video Library

    2003-09-03

    KENNEDY SPACE CENTER, FLA. - Workers in the Space Station Processing Facility observe consoles during a Multi-Element Integrated Test (MEIT) of the U.S. Node 2 and the Japanese Experiment Module (JEM). Node 2 attaches to the end of the U.S. Lab on the ISS and provides attach locations for the Japanese laboratory, European laboratory, the Centrifuge Accommodation Module and, eventually, Multipurpose Logistics Modules. It will provide the primary docking location for the Shuttle when a pressurized mating adapter is attached to Node 2. Installation of the module will complete the U.S. Core of the ISS. The JEM, developed by the National Space Development Agency of Japan (NASDA), is Japan's primary contribution to the Station. It will enhance the unique research capabilities of the orbiting complex by providing an additional environment for astronauts to conduct science experiments.

  15. Association of gender and specialty interest with video-gaming, three-dimensional spatial analysis, and entry-level laparoscopic skills in third-year veterinary students.

    PubMed

    Bragg, Heather R; Towle Millard, Heather A; Millard, Ralph P; Constable, Peter D; Freeman, Lyn J

    2016-06-15

    OBJECTIVE To determine whether gender or interest in pursuing specialty certification in internal medicine or surgery was associated with video-gaming, 3-D spatial analysis, or entry-level laparoscopic skills in third-year veterinary students. DESIGN Cross-sectional study. SAMPLE A convenience sample of 68 (42 female and 26 male) third-year veterinary students. PROCEDURES Participants completed a survey asking about their interest in pursuing specialty certification in internal medicine or surgery. Subsequently, participants' entry-level laparoscopic skills were assessed with 3 procedures performed in box trainers, their video-gaming skills were tested with 3 video games, and their 3-D spatial analysis skills were evaluated with the Purdue University Visualization of Rotations Spatial Test. Scores were assigned for laparoscopic, video-gaming, and 3-D spatial analysis skills. RESULTS Significantly more female than male students were interested in pursuing specialty certification in internal medicine (23/42 vs 7/26), and significantly more male than female students were interested in pursuing specialty certification in surgery (19/26 vs 19/42). Males had significantly higher video-gaming skills scores than did females, but spatial analysis and laparoscopic skills scores did not differ between males and females. Students interested in pursuing specialty certification in surgery had higher video-gaming and spatial analysis skills scores than did students interested in pursuing specialty certification in internal medicine, but laparoscopic skills scores did not differ between these 2 groups. CONCLUSIONS AND CLINICAL RELEVANCE For this group of students, neither gender nor interest in specialty certification in internal medicine versus surgery was associated with entry-level laparoscopy skills.

  16. STS-125 Flight Controllers on Console - (Orbit Shift 2). Flight Director: Richard LaBrode

    NASA Image and Video Library

    2009-05-12

    JSC2009-E-119390 (12 May 2009) --- Flight director Rick LaBrode monitors data at his console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during STS-125 flight day two activities.

  17. Effects of videogame distraction and a virtual reality type head-mounted display helmet on cold pressor pain in young elementary school-aged children.

    PubMed

    Dahlquist, Lynnda M; Weiss, Karen E; Law, Emily F; Sil, Soumitri; Herbert, Linda Jones; Horn, Susan Berrin; Wohlheiter, Karen; Ackerman, Claire Sonntag

    2010-07-01

    This study examined the effects of videogame distraction and a virtual reality (VR) type head-mounted display helmet for children undergoing cold pressor pain. Fifty children between the ages of 6 and 10 years underwent a baseline cold pressor trial followed by two cold pressor trials in which interactive videogame distraction was delivered via a VR helmet or without a VR helmet in counterbalanced order. As expected, children demonstrated significant improvements in pain threshold and pain tolerance during both distraction conditions. However, the two distraction conditions did not differ in effectiveness. Using the VR helmet did not result in improved pain tolerance over and above the effects of interactive videogame distraction without VR technology. Clinical implications and possible developmental differences in elementary school-aged children's ability to use VR technology are discussed.

  18. Checkout systems: Summary report for the universal control and display console

    NASA Technical Reports Server (NTRS)

    1971-01-01

    The development of a unified test equipment checkout concept based on a universal control and display console system is discussed. The checkout requirements are analyzed for the shuttle and space station. Capability, size, utilization requirements and specifications of the ground checkout system are made on the basis of engineering trade-off studies. Recommendations related to the attainment of overall unified test equipment conceptual goals and objectives are submitted.

  19. STS-125 Flight Controllers on Console - (Orbit Shift 2). Flight Director: Richard LaBrode

    NASA Image and Video Library

    2009-05-12

    JSC2009-E-119378 (12 May 2009) --- Tomas Gonzalez-Torres, STS-125 lead spacewalk officer, monitors data at his console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during flight day two activities.

  20. STS-125 Flight Controllers on Console - (Orbit Shift 2). Flight Director: Richard LaBrode

    NASA Image and Video Library

    2009-05-12

    JSC2009-E-119391 (12 May 2009) --- Astronaut Alan Poindexter, STS-125 spacecraft communicator (CAPCOM), monitors data at his console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during flight day two activities.

  1. Gaining Modelling and Mathematical Experience by Constructing Virtual Sensory Systems in Maze-Videogames

    ERIC Educational Resources Information Center

    Sacristán, Ana Isabel; Pretelín-Ricárdez, Angel

    2017-01-01

    This work is part of a research project that aims to enhance engineering students' learning of how to apply mathematics in modelling activities of real-world situations, through the construction (design and programming) of videogames. We want also for students to relate their mathematical knowledge with other disciplines (e.g., physics, computer…

  2. American ASTP crewmen briefed on operation of consoles in main control room

    NASA Image and Video Library

    1975-04-25

    S75-25619 (25 April 1975) --- A group of American ASTP crewmen is briefed on the operation of the consoles in the main control room at the ASTP flight control center at the Cosmonaut Training Center (Star City) near Moscow. The astronauts were in the Soviet Union for ASTP joint crew training with the Soviet ASTP crewmen. PHOTO COURTESY: USSR ACADEMY OF SCIENCES

  3. Video-game based exercises for older people with chronic low back pain: a protocol for a feasibility randomised controlled trial (the GAMEBACK trial).

    PubMed

    Zadro, Joshua Robert; Shirley, Debra; Simic, Milena; Mousavi, Seyed Javad; Ceprnja, Dragana; Maka, Katherine; Ferreira, Paulo

    2017-06-01

    To investigate the feasibility of implementing a video-game exercise programme for older people with chronic low back pain (LBP). Single-centred single-blinded randomised controlled trial (RCT). Physiotherapy outpatient department in a public hospital in Western Sydney, Australia. We will recruit 60 participants over 55 years old with chronic LBP from the waiting list. Participants will be randomised to receive video-game exercise (n=30) or to remain on the waiting list (n=30) for 8 weeks, with follow up at 3 and 6 months. Participants engaging in video-game exercises will be unsupervised and will complete video-game exercise for 60minutes, 3 times per week. Participants allocated to remain on the waiting list will be encouraged to maintain their usual levels of physical activity. The primary outcomes for this feasibility study will be study processes (recruitment and response rates, adherence to and experience with the intervention, and incidence of adverse events) relevant to the future design of a large RCT. Estimates of treatment efficacy (point estimates and 95% confidence intervals) on pain self-efficacy, care seeking, physical activity, fear of movement/re-injury, pain, physical function, disability, falls-efficacy, strength, and walking speed, will be our secondary outcome measures. Recruitment for this trial began in November 2015. This study describes the rationale and processes of a feasibility study investigating a video-game exercise programme for older people with chronic LBP. Results from the feasibility study will inform on the design and sample required for a large multicentre RCT. Australian New Zealand Clinical Trials Registry: ACTRN12615000703505. Copyright © 2016 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.

  4. "New Directions for Traditional Lessons": Can Handheld Game Consoles Enhance Mental Mathematics Skills?

    ERIC Educational Resources Information Center

    Main, Susan; O'Rourke, John

    2011-01-01

    This paper reports on a pilot study that compared the use of commercial off-the-shelf (COTS) handheld game consoles (HGCs) with traditional teaching methods to develop the automaticity of mathematical calculations and self-concept towards mathematics for year 4 students in two metropolitan schools. One class conducted daily sessions using the HGCs…

  5. STS-125 Flight Controllers on Console - (Orbit Shift 2). Flight Director: Richard LaBrode

    NASA Image and Video Library

    2009-05-12

    JSC2009-E-119397 (12 May 2009) --- Flight directors Rick LaBrode (left) and Chris Edelen monitor data at their console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during STS-125 flight day two activities.

  6. Effects of Videogame Distraction and a Virtual Reality Type Head-Mounted Display Helmet on Cold Pressor Pain in Young Elementary School-Aged Children

    PubMed Central

    Weiss, Karen E.; Law, Emily F.; Sil, Soumitri; Herbert, Linda Jones; Horn, Susan Berrin; Wohlheiter, Karen; Ackerman, Claire Sonntag

    2010-01-01

    Objective This study examined the effects of videogame distraction and a virtual reality (VR) type head-mounted display helmet for children undergoing cold pressor pain. Methods Fifty children between the ages of 6 and 10 years underwent a baseline cold pressor trial followed by two cold pressor trials in which interactive videogame distraction was delivered via a VR helmet or without a VR helmet in counterbalanced order. Results As expected, children demonstrated significant improvements in pain threshold and pain tolerance during both distraction conditions. However, the two distraction conditions did not differ in effectiveness. Conclusions Using the VR helmet did not result in improved pain tolerance over and above the effects of interactive videogame distraction without VR technology. Clinical implications and possible developmental differences in elementary school-aged children's ability to use VR technology are discussed. PMID:19786489

  7. Videogame Cybersubjects: Questioning the Myths of Violence and Identification (Implications for Educational Technologies)

    ERIC Educational Resources Information Center

    Jagodzinski, Jan

    2007-01-01

    In this article I explore the question of videogame cybersubjects and the myths of violence and identification made available by the new interactive media so as to vivify what is at stake when it comes to educational technologies. I introduce the concept of interpassivity to provide an aspect of technological interactivity that is missing in the…

  8. Videogame playing as distraction technique in course of venipuncture.

    PubMed

    Minute, M; Badina, L; Cont, G; Montico, M; Ronfani, L; Barbi, E; Ventura, A

    2012-01-01

    Needle-related procedures (venipuncture, intravenous cannulation) are the most common source of pain and distress for children. Reducing needle related pain and anxiety could be important in order to prevent further distress, especially for children needing multiple hospital admissions. The aim of the present open randomized controlled trial was to investigate the efficacy of adding an active distraction strategy (videogame) to EMLA premedication in needle-related pain in children. One-hundred and nine children (4 -10 years of age) were prospectively recruited to enter in the study. Ninety-seven were randomized in two groups: CC group (conventional care: EMLA only) as control group and AD group (active distraction: EMLA plus videogame) as intervention group. Outcome measures were: self-reported pain by mean of FPS-R scale (main study outcome), observer-reported pain by FLACC scale, number of attempts for successful procedure. In both groups FPS-R median rate was 0 (interquartile range: 0-2), with significant pain (FPS-R > 4) reported by 9% of subjects. FLACC median rate was 1 in both groups (interquartile range 0-3 in CC group; 0-2 in AD group). The percentage of children with major pain (FLACC > 4) was 18% in CC group and 9% in AD group (p = 0.2). The median of necessary attempts to succeed in the procedures was 1 (interquartile range 1-2) in both groups.. Active distraction doesn't improve EMLA analgesia for iv cannulation and venipuncture. Even though, it resulted in an easily applicable strategy appreciated by children. This technique could be usefully investigated in other painful procedures.

  9. 77 FR 43118 - Certain Gaming and Entertainment Consoles, Related Software, and Components Thereof; Notice of...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-07-23

    ... INTERNATIONAL TRADE COMMISSION [Investigation No. 337-TA-752] Certain Gaming and Entertainment Consoles, Related Software, and Components Thereof; Notice of Commission Determination To Review a Final Initial Determination Finding a Violation of Section 337; Remand of the Investigation to the...

  10. Video-game epilepsy: a European study.

    PubMed

    Kasteleijn-Nolst Trenité, D G; da Silva, A M; Ricci, S; Binnie, C D; Rubboli, G; Tassinari, C A; Segers, J P

    1999-01-01

    With the introduction of Nintendo video-games on a large scale, reports of children having seizures while playing suggested a possible specific, provocative factor. Although 50% of the photosensitive patients are also sensitive to a 50-Hz television, nonphotosensitive patients with a history of video-game seizures were described as well. The question arises whether this is a mere coincidence, provoked by fatigue and stress, is related to the reaction to the television screen itself, or depends on the movement and color of the pictures of this specific game. A European study was performed in four countries and five sites. All patients were selected because of a history of television, video- or computer-game seizures, with a history of sun-light-, discotheque-, or black and white pattern-evoked seizures, or were already known to be sensitive to intermittent photic stimulation. A total of 387 patients were investigated; 220 (75%) were female and 214 (55%) of those were < 18 years of age. After a routine examination, intermittent photic, pattern, and television stimulation were performed in a standardized way. The patients were investigated with Super Mario World and a standard relatively nonprovocative TV program, both on a 50- and 100-Hz television. Regardless of the distance, Super Mario World proved to be more provocative than the standard program (Wilcoxon, p < 0.05). Eighty-five percent showed epileptiform discharges evoked by intermittent photic stimulation. Forty-five percent of patients were 50-Hz television sensitive and 26% were 100-Hz television sensitive. Pattern sensitivity was found in 28% of patients. The patients, referred because of a television, video- or computer-game seizure, were significantly more sensitive to pattern and to the 50-Hz television (chi square, p < 0.001). More patients are sensitive when playing Super Mario, compared with the standard program (Wilcoxon, p = 0.001) and more sensitive with playing versus viewing (p = 0.016). Of the

  11. Japanese Competitiveness and Japanese Management.

    ERIC Educational Resources Information Center

    Minabe, Shigeo

    1986-01-01

    Analyzes and compares Japanese and American industrial policy and labor practices. Proposes that certain aspects of the Japanese system be adapted by American businesses for purpose of increasing international competitiveness. Proposes specific actions and plans for both the Japanese and American systems. (ML)

  12. STS-125 Flight Controllers on Console - (Orbit Shift 2). Flight Director: Richard LaBrode

    NASA Image and Video Library

    2009-05-12

    JSC2009-E-119382 (12 May 2009) --- Flight director Rick LaBrode monitors data at his console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during STS-125 flight day two activities. Flight director Chris Edelen is at right.

  13. Testing the feasibility and safety of the Nintendo Wii gaming console in orthopedic rehabilitation: a pilot randomized controlled study

    PubMed Central

    Stapf, Jonas; Meissner, Kay Michael; Niethammer, Thomas; Lahner, Matthias; Wagenhäuser, Markus; Müller, Peter E.; Pietschmann, Matthias F.

    2016-01-01

    Introduction The Nintendo Wii game console is already used as an additional training device for e.g. neurological wards. Still there are limited data available regarding orthopedic rehabilitation. The authors’ objective was to examine whether the Nintendo Wii is an appropriate and safe tool in rehabilitation after orthopedic knee surgery. Material and methods A prospective, randomized, controlled study comparing standard physiotherapy vs. standard physiotherapy plus game console training (Wii group) in patients having anterior cruciate ligament (ACL) repair or knee arthroplasty was conducted. The subjects of the Wii group (n = 17; mean age: 54 ±19 years) performed simple knee exercises daily under the supervision of a physiotherapist in addition to the normal rehabilitation program. The patients of the control group (n = 13; 52 ±18 years) were treated with physiotherapy only. The participants of both groups completed a questionnaire including the International Knee Documentation Committee (IKDC) score, the Modified Cincinnati Rating System and the Tegner Lysholm Knee Score prior to the operation, before discharge from hospital and four weeks after treatment. Results There was no significant difference in the score results between the Wii and the control group (p > 0.05). Conclusions We demonstrated that physiotherapy using the Nintendo Wii gaming console after ACL reconstruction and knee arthroplasty does not negatively influence outcome. Because training with the Wii device was highly accepted by patients, we see an opportunity whereby additional training with a gaming console for a longer period of time could lead to even better results, regarding the training motivation and the outcome after orthopedic surgery. PMID:27904518

  14. Testing the feasibility and safety of the Nintendo Wii gaming console in orthopedic rehabilitation: a pilot randomized controlled study.

    PubMed

    Ficklscherer, Andreas; Stapf, Jonas; Meissner, Kay Michael; Niethammer, Thomas; Lahner, Matthias; Wagenhäuser, Markus; Müller, Peter E; Pietschmann, Matthias F

    2016-12-01

    The Nintendo Wii game console is already used as an additional training device for e.g. neurological wards. Still there are limited data available regarding orthopedic rehabilitation. The authors' objective was to examine whether the Nintendo Wii is an appropriate and safe tool in rehabilitation after orthopedic knee surgery. A prospective, randomized, controlled study comparing standard physiotherapy vs. standard physiotherapy plus game console training (Wii group) in patients having anterior cruciate ligament (ACL) repair or knee arthroplasty was conducted. The subjects of the Wii group ( n = 17; mean age: 54 ±19 years) performed simple knee exercises daily under the supervision of a physiotherapist in addition to the normal rehabilitation program. The patients of the control group ( n = 13; 52 ±18 years) were treated with physiotherapy only. The participants of both groups completed a questionnaire including the International Knee Documentation Committee (IKDC) score, the Modified Cincinnati Rating System and the Tegner Lysholm Knee Score prior to the operation, before discharge from hospital and four weeks after treatment. There was no significant difference in the score results between the Wii and the control group ( p > 0.05). We demonstrated that physiotherapy using the Nintendo Wii gaming console after ACL reconstruction and knee arthroplasty does not negatively influence outcome. Because training with the Wii device was highly accepted by patients, we see an opportunity whereby additional training with a gaming console for a longer period of time could lead to even better results, regarding the training motivation and the outcome after orthopedic surgery.

  15. Laying the Foundations for Video-Game Based Language Instruction for the Teaching of EFL

    ERIC Educational Resources Information Center

    Galvis, Héctor Alejandro

    2015-01-01

    This paper introduces video-game based language instruction as a teaching approach catering to the different socio-economic and learning needs of English as a Foreign Language students. First, this paper reviews statistical data revealing the low participation of Colombian students in English as a second language programs abroad (U.S. context…

  16. STS-125 Flight Controllers on Console During HST Grapple - Orbit 1. Flight Director: Tony Ceccacci

    NASA Image and Video Library

    2009-05-13

    JSC2009-E-119633 (13 May 2009) --- Astronaut Dan Burbank, STS-125 spacecraft communicator (CAPCOM), monitors data at his console in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during flight day three activities.

  17. 77 FR 28622 - Certain Gaming and Entertainment Consoles, Related Software, and Components Thereof; Notice of...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-05-15

    ... INTERNATIONAL TRADE COMMISSION [Investigation No. 337-TA-752] Certain Gaming and Entertainment Consoles, Related Software, and Components Thereof; Notice of Request for Statements on the Public Interest AGENCY: U.S. International Trade Commission. ACTION: Notice. SUMMARY: Notice is hereby given that the...

  18. Biofeedback-Based, Videogame Balance Training in Autism.

    PubMed

    Travers, Brittany G; Mason, Andrea H; Mrotek, Leigh Ann; Ellertson, Anthony; Dean, Douglas C; Engel, Courtney; Gomez, Andres; Dadalko, Olga I; McLaughlin, Kristine

    2018-01-01

    The present study examined the effects of a visual-based biofeedback training on improving balance challenges in autism spectrum disorder (ASD). Twenty-nine youth with ASD (7-17 years) completed an intensive 6-week biofeedback-based videogame balance training. Participants exhibited training-related balance improvements that significantly accounted for postural-sway improvements outside of training. Participants perceived the training as beneficial and enjoyable. Significant moderators of training included milder stereotyped and ritualistic behaviors and better starting balance. Neither IQ nor BMI moderated training. These results suggest that biofeedback-based balance training is associated with balance improvements in youth with ASD, most robustly in those with less severe repetitive behaviors and better starting balance. The training was perceived as motivating, further suggesting its efficacy and likelihood of use.

  19. You Cannot Do This Alone! Increasing Task Interdependence in Cooperative Educational Videogames to Encourage Collaboration

    ERIC Educational Resources Information Center

    Nebel, Steve; Schneider, Sascha; Beege, Maik; Kolda, Franziska; Mackiewicz, Valerie; Rey, Günter Daniel

    2017-01-01

    Complex, multimedia software such as educational videogames offer a wide range of elements to modify learner behavior. The adjustment of such software might support learning, especially in complex settings like collaborative or cooperative scenarios. Coming from a theoretical background of educational psychology, our experiment seeks to implement…

  20. 20. VIEW OF CONSOLE IN NORTHWEST CORNER OF SLC3W CONTROL ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    20. VIEW OF CONSOLE IN NORTHWEST CORNER OF SLC-3W CONTROL ROOM. PANELS FROM LEFT TO RIGHT: OPERATIONS AND CHECKOUT (LABELED POWER CONTROL AND MONITOR PANEL); RANGE SAFETY (LABELED DESTRUCT SYSTEM CONTROL AND MONITOR PANEL); BATTERY CLOCK PANELS. PEDAL FOR FOOT CONTROL OF COMMUNICATIONS HEADSET AND HEADSET IN FOREGROUND. - Vandenberg Air Force Base, Space Launch Complex 3, Launch Operations Building, Napa & Alden Roads, Lompoc, Santa Barbara County, CA

  1. The Impact of Incentivizing the Use of Feedback on Learning and Performance in Educational Videogames

    NASA Technical Reports Server (NTRS)

    Delacruz, Girlie C.

    2012-01-01

    Educational videogames can be designed to provide instructional feedback responsive to specific actions. However, existing research indicates that students tend to ignore the feedback provided. That is, students often use ineffective help-seeking strategies. Research on the topic of help-seeking in learning environments have primarily focused on the role of cognitive factors, the nature of the help, or issues of timing and frequency. There is a noticeable gap in understanding how to motivate the use provided feedback. This study examined the relation between incentivizing the use of feedback and providing an explanation of the game's scoring rules on math learning in a pre-algebra videogame. A randomized-control design was used, comparing learning outcomes of students who received the incentive with those who did not. Results indicated that students given the incentive to use feedback had significantly higher normalized change scores on math items (d = .53), with stronger effects for students with low academic intrinsic motivation (d = .88 - 1.17).

  2. Effect of video-game experience and position of flight stick controller on simulated-flight performance.

    PubMed

    Cho, Bo-Keun; Aghazadeh, Fereydoun; Al-Qaisi, Saif

    2012-01-01

    The purpose of this study was to determine the effects of video-game experience and flight-stick position on flying performance. The study divided participants into 2 groups; center- and side-stick groups, which were further divided into high and low level of video-game experience subgroups. The experiment consisted of 7 sessions of simulated flying, and in the last session, the flight stick controller was switched to the other position. Flight performance was measured in terms of the deviation of heading, altitude, and airspeed from their respective requirements. Participants with high experience in video games performed significantly better (p < .001) than the low-experienced group. Also, participants performed significantly better (p < .001) with the center-stick than the side-stick. When the side-stick controller was switched to the center-stick position, performance scores continued to increase (0.78 %). However, after switching from a center- to a side-stick controller, performance scores decreased (4.8%).

  3. Energy Cost and Enjoyment of Active Videogames in Children and Teens: Xbox 360 Kinect.

    PubMed

    Clevenger, Kimberly A; Howe, Cheryl A

    2015-08-01

    New active videogames (AVGs) may provide youth an alternative to traditional play. The purpose of this study was to compare the physical activity energy expenditure (PAEE), intensity, and enjoyment of AVGs with those of seated videogames (SVGs). Youth (8-17 years old) volunteered to play a random selection of six (two SVGs, four AVGs) videogames for 6-10 minutes each. Prior to participation, height, weight, and resting metabolic rate (RMR) were measured. A portable metabolic analyzer was worn during the games to measure total energy expenditure, and PAEE was calculated as (total energy expenditure - measured RMR). An accelerometer was worn on the right hip to measure intensity in counts/minute and steps/minute. Youth were classified as child (8-12 years old) versus teen (13-17 years old), healthy weight (body mass index [BMI] <85th percentile) versus overweight (BMI ≥85th percentile), and male versus female. A three-way mixed-model analysis of variance was used to compare differences in PAEE (metabolic equivalents [METs] and kcal/minute) with sex, weight status, and age group as main effects, including Bonferroni's adjustment. Most AVGs were moderate to vigorous intensity (4.6±0.1 METs; range, 2.8-6.6 METs), where steps/minute (lower-body movement) was positively related to PAEE (R(2)=0.68). All SVGs were classified as light intensity (1.7±0.0 METs). PAEE (kcal/minute) was significantly higher during AVGs and for teens, males, and overweight youth. There was no significant difference in enjoyment between AVGs and SVGs. AVGs elicited sufficient energy cost to be a suitable alternative for traditional play and may contribute to the recommended dose of physical activity, particularly in teens, males, and overweight youth.

  4. Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions.

    PubMed

    Duncan, Lindsay R; Hieftje, Kimberly D; Culyba, Sabrina; Fiellin, Lynn E

    2014-03-01

    As mobile technologies and videogaming platforms are becoming increasingly prevalent in the realm of health and healthcare, so are the opportunities to use these resources to conduct behavioral interventions. The creation and empirical testing of game style interventions, however, is challenged by the requisite collaboration of multidisciplinary teams, including researchers and game developers who have different cultures, terminologies, and standards of evidence. Thus, traditional intervention development tools such as logic models and intervention manuals may need to be augmented by creating what we have termed "Game Playbooks" which are intervention guidebooks that are created by, understood by, and acceptable to all members of the multidisciplinary game development team. The purpose of this paper is to describe the importance and content of a Game Playbook created to aide in the development of a videogame intervention designed specifically for health behavior change in young teens as well as the process for creating such a tool. We draw on the experience of our research and game design team to describe the critical components of the Game Playbook and the necessity of creating such a tool.

  5. Kinect Xbox 360 as a therapeutic modality for children with cerebral palsy in a school environment: a preliminary study.

    PubMed

    Luna-Oliva, Laura; Ortiz-Gutiérrez, Rosa María; Cano-de la Cuerda, Roberto; Piédrola, Rosa Martínez; Alguacil-Diego, Isabel M; Sánchez-Camarero, Carlos; Martínez Culebras, María Del Carmen

    2013-01-01

    Limited evidence is available about the effectiveness of virtual reality using low cost commercial consoles for children with developmental delay. The aim of this preliminary study is to evaluate the usefulness of a videogame system based on non-immersive virtual reality technology (Xbox 360 KinectTM) to support conventional rehabilitation treatment of children with cerebral palsy. Secondarily, to objectify changes in psychomotor status of children with cerebral palsy after receiving rehabilitation treatment in addition with this last generation game console. 11 children with cerebral palsy were included the study. A baseline, a post-treatment and a follow-up assessment were performed related to motor and the process skills, balance, gait speed, running and jumping and fine and manual finger dexterity. All the participants completed 8 weeks of videogame treatment, added to their conventional physiotherapy treatment, with Xbox 360 Kinect™ (Microsoft) game console. The Friedman test showed significant differences among the three assessments for each variable: GMFM (p = 0.001), AMPS motor (p = 0.001), AMPS process (p = 0.010), PRT (p = 0.005) and 10 MW (p = 0.029). Wilcoxon test showed significant statistically differences pre and post-treatment, in all the values. Similarly, results revealed significant differences between basal and follow-up assessment. There were not statistical differences between post-treatment and follow-up evaluation, indicating a long-term maintenance of the improvements achieved after treatment. Low cost video games based on motion capture are potential tools in the rehabilitation context in children with CP. Our Kinect Xbox 360 protocol has showed improvements in balance and ADL in CP participants in a school environment, but further studies are need to validate the potential benefits of these video game systems as a supplement for rehabilitation of children with CP.

  6. Parental Mediation of Children's Videogame Playing: A Comparison of the Reports by Parents and Children

    ERIC Educational Resources Information Center

    Nikken, Peter; Jansz, Jeroen

    2006-01-01

    Through an Internet survey of 536 parent-child dyads, the authors researched which mediation strategies parents used to regulate videogaming by their children (8-18 years). Factor analyses revealed that both parents and children distinguished three types of parental mediation: (1) "restrictive mediation", (2) "active mediation", and (3)…

  7. KENNEDY SPACE CENTER, FLA. - Astronaut Soichi Noguchi, with the National Space Development Agency of Japan (NASDA), works at a console during a Multi-Element Integrated Test (MEIT) of the U.S. Node 2 and the Japanese Experiment Module (JEM). Noguchi is assigned to mission STS-114 as a mission specialist. Node 2 attaches to the end of the U.S. Lab on the ISS and provides attach locations for the Japanese laboratory, European laboratory, the Centrifuge Accommodation Module and, eventually, Multipurpose Logistics Modules. It will provide the primary docking location for the Shuttle when a pressurized mating adapter is attached to Node 2. Installation of the module will complete the U.S. Core of the ISS. The JEM, developed by NASDA, is Japan's primary contribution to the Station. It will enhance the unique research capabilities of the orbiting complex by providing an additional environment for astronauts to conduct science experiments.

    NASA Image and Video Library

    2003-09-03

    KENNEDY SPACE CENTER, FLA. - Astronaut Soichi Noguchi, with the National Space Development Agency of Japan (NASDA), works at a console during a Multi-Element Integrated Test (MEIT) of the U.S. Node 2 and the Japanese Experiment Module (JEM). Noguchi is assigned to mission STS-114 as a mission specialist. Node 2 attaches to the end of the U.S. Lab on the ISS and provides attach locations for the Japanese laboratory, European laboratory, the Centrifuge Accommodation Module and, eventually, Multipurpose Logistics Modules. It will provide the primary docking location for the Shuttle when a pressurized mating adapter is attached to Node 2. Installation of the module will complete the U.S. Core of the ISS. The JEM, developed by NASDA, is Japan's primary contribution to the Station. It will enhance the unique research capabilities of the orbiting complex by providing an additional environment for astronauts to conduct science experiments.

  8. Is There Evidence That Active Videogames Increase Energy Expenditure and Exercise Intensity for People Poststroke and with Cerebral Palsy?

    PubMed

    Deutsch, Judith E; Guarrera-Bowlby, Phyllis; Myslinski, Mary Jane; Kafri, Michal

    2015-02-01

    This article asked and answered the question of whether there was evidence to support the use of videogames for promotion of wellness and fitness for people poststroke and those with cerebral palsy (CP). A literature search of PubMed, CINAHL, and PEDro using a population, intervention, and outcome (PIO) approach and the key words "stroke (or CP) AND video games (and synonyms) AND energy expenditure (EE) (and synonyms)" was conducted. It yielded two relevant references for people poststroke and five references for people with CP. The literature extraction and synthesis by the categories of the PIO indicated that most studies used only the population of interest, except two that compared the EE with that of healthy controls. The main finding is that both people poststroke (moderate severity) and people with CP (mild severity) can achieve moderate EE playing Wii(™) (Nintendo, Kyoto, Japan), PlayStation(®) (Sony, Tokyo, Japan), and Kinect(™) (Microsoft, Redmond, WA) games. Adults with CP of mild severity played the videogames at vigorous levels, whereas those with severe CP played them at low levels. There appears to be an interaction between development and severity that influences the exercise intensity measured by EE. The findings suggests that videogames are a gateway for wellness promotion.

  9. Playing a Videogame with a Sexualized Female Character Increases Adolescents' Rape Myth Acceptance and Tolerance Toward Sexual Harassment.

    PubMed

    Driesmans, Karolien; Vandenbosch, Laura; Eggermont, Steven

    2015-04-01

    Prior research has documented favorable effects of active and educational videogames among adolescents. However, research on potential negative effects of such games is limited. Scholars have called attention to games portraying sexualized female characters. The purpose of the current study was to experimentally investigate the effect of playing a videogame with a sexualized female character on adolescents' acceptance of rape myths and tolerance for sexual harassment. Fifty-seven secondary school pupils, 12-15 years of age, participated in a 2 (gender: boys versus girls)×2 (game character: nonsexualized versus sexualized female) factorial design experiment. Participants played a game for 15 minutes and were randomly assigned to one of the two game characters. Afterward, they completed established scales to assess rape myth acceptance and tolerance for sexual harassment. Analyses of variance showed greater acceptance of rape myths (P=0.039) and greater tolerance of sexual harassment (P=0.046) in adolescents who played with the sexualized woman compared with adolescents in the control condition. We did not find significant differences between boys and girls or any interaction effect between gender and game character. Findings suggest that gameplaying with a sexualized woman may increase adolescents' acceptance of rape myths and tolerance for sexual harassment. These findings highlight attention to the use of sexualized female game characters in (educational and active) videogames that target adolescents.

  10. Flight Director Portrait - Bryan Austin with Lead EVA Console OPS- for Texas A&M Alumni Magazine

    NASA Image and Video Library

    2002-02-27

    JSC2002-00546 (February 2002) --- Bryan P. Austin, lead flight director for STS-109, and Dana Weigel, lead EVA officer, pose near their respective consoles in the Shuttle Flight Control Room of the Johnson Space Center's Mission Control Center.

  11. Structure of Corrective Feedback for Selection of Ineffective Vegetable Parenting Practices for Use in a Simulation Videogame.

    PubMed

    Baranowski, Tom; Beltran, Alicia; Chen, Tzu-An; O'Connor, Teresia; Hughes, Sheryl; Buday, Richard; Baranowski, Janice

    2013-02-01

    A serious videogame is being developed to train parents of preschool children in selecting and using parenting practices that are likely to encourage their child to eat more vegetables. The structure of feedback to the parents on their selection may influence what they learn from the game. Feedback Intervention Theory provides some guidance on the design of such messages. The structure of preferred performance feedback statements has not been investigated within serious videogames. Two feedback formats were tested for a player's preferences within the context of this videogame. Based on Feedback Intervention Theory, which proposes that threat to self-concept impairs feedback response, three-statement (a nonaffirming comment sandwiched between two affirming comments, called "Oreo" feedback, which should minimize threat to self-concept) and two-statement (a nonaffirming comment followed by an affirming comment) performance feedbacks were tailored to respondents. Tailoring was based on participants' report of frequency of use of effective and ineffective vegetable parenting practices and the reasons for use of the ineffective practices. Participants selected their preference between the two forms of feedback for each of eight ineffective vegetable parenting practices. In general, mothers ( n =81) (no male respondents) slightly preferred the "Oreo" feedback, but the pattern of preferences varied by demographic characteristics. Stronger relationships by income suggest the feedback structure should be tailored to family income. Future research with larger and more diverse samples needs to test whether perceived threat to self-concept mediates the response to feedback and otherwise verify these findings.

  12. Comparing SUV values of images at PET-CT console and the RT planning console using identical dataset of a study phantom.

    PubMed

    Munshi, Anusheel; Paul, Sayan; Sarkar, Biplab; Bala, Pinkey; Ganesh, Tharmar; Sen, Ishita B; Pant, Vineet; Mohanti, Bidhu K

    2016-01-01

    The use of positron emission tomography (PET) for radiotherapy planning purposes has become increasingly important in the last few years.In the current study, we compared the SUV values of images at the PET CT console to the SUV values obtained at the RT planning workstation. The PET-CT cylindrical body phantom was filled with a uniform 18F solution of 5.3. ± 0.27 kBq/mL radioactivity concentration. PET-CT scans were performed on a16 slice Time of Flight system. On a single day, the three consecutive scans were done at three time points 15 minutes apart to generate time points image data sets titled T1, T2, and T3. SUV calculations were performed by drawing region of interest. (ROI) encompassing the entire hot spot on each slice on the PET-CT console and the iPlan workstation. Minimum SUV, Maximum SUV and the Mean SUV were recorded. Statistical analysis was done using the SPSS software. (SPSS Inc.) (Version 18). The absolute difference in average max SUV values i.e. Max (PET-CT) - Max (iPlan) for the time points T1, T2 and T3 were -0.168 (SD 0.175), -0.172 (SD 0.172) and -0.178 (SD 0.169). The difference in the minimum SUV values were -0.513 (SD 0.428), -0.311 (SD 0.358) and -0.303 (SD 0.322), respectively. Finally, the difference in the mean SUV values were -0.107 (SD 0.040), -0.096 (SD 0.067) and -0.072 (SD 0.044), respectively. Our study found out that the average difference in the two systems for maximum SUV values was < 0.2 absolute units.Our study suggests good reproducibility of SUV between the two systems. The relevance of these findings would be of seminal importance in current and future SUV-based PET-CT-based contouring in treatment planning systems.

  13. STS-125 Flight Controllers on Console During HST Grapple - Orbit 1. Flight Director: Tony Ceccacci

    NASA Image and Video Library

    2009-05-13

    JSC2009-E-119632 (13 May 2009) --- Flight director Tony Ceccacci and astronaut Dan Burbank (background), STS-125 spacecraft communicator (CAPCOM), monitor data at their consoles in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during flight day three activities.

  14. Videogame Construction by Engineering Students for Understanding Modelling Processes: The Case of Simulating Water Behaviour

    ERIC Educational Resources Information Center

    Pretelín-Ricárdez, Angel; Sacristán, Ana Isabel

    2015-01-01

    We present some results of an ongoing research project where university engineering students were asked to construct videogames involving the use of physical systems models. The objective is to help them identify and understand the elements and concepts involved in the modelling process. That is, we use game design as a constructionist approach…

  15. The Work of Play: Meaning-Making in Videogames. New Literacies and Digital Epistemologies. Volume 48

    ERIC Educational Resources Information Center

    Hung, Aaron Chia Yuan

    2011-01-01

    Some educational researchers claim that videogames can energize learning in both traditional and non-traditional contexts; cultivate skills more useful to a changing economy; and present information in ways more appealing to students. The notion of "serious games" dates back as early as the 1950s, but so far has failed to make a significant…

  16. STS-116/ISS 12A.1 flight controllers on console during EVA #4

    NASA Image and Video Library

    2006-12-18

    JSC2006-E-54451 (17 Dec. 2006) --- Astronauts Stephen K. Robinson and Joseph R. Tanner, spacecraft communicators (CAPCOM), communicate with the STS-116 crew and its spacewalkers participating in an unprecedented fourth session of extravehicular activity on the same shuttle mission. The two spacewalk veterans are seated at the CAPCOM console in the space station flight control room (FCR-1) in the Johnson Space Center's Mission Control Center.

  17. Body Segment Kinematics and Energy Expenditure in Active Videogames.

    PubMed

    Böhm, Birgit; Hartmann, Michael; Böhm, Harald

    2016-06-01

    Energy expenditure (EE) in active videogames (AVGs) is a component for assessing its benefit for cardiovascular health. Existing evidence suggests that AVGs are able to increase EE above rest and when compared with playing passive videogames. However, the association between body movement and EE remains unclear. Furthermore, for goal-directed game design, it is important to know the contribution of body segments to EE. This knowledge will help to acquire a certain level of exercise intensity during active gaming. Therefore, the purpose of this study was to determine the best predictors of EE from body segment energies, acceleration, and heart rate during different game situations. EE and body segment movement of 17 subjects, aged 22.1 ± 2.5 years, were measured in two different AVGs. In randomized order, the subjects played a handheld-controlled Nintendo(®) Wii™ tennis (NWT) game and a whole body-controlled Sony EyeToy(®) waterfall (ETW) game. Body segment movement was analyzed using a three-dimensional motion capture system. From the video data, mean values of mechanical energy change and acceleration of 10 body segments were analyzed. Measured EE was significantly higher in ETW (7.8 ± 1.4 metabolic equivalents [METs]) than in NWT (3.4 ± 1.0 METs). The best prediction parameter for the more intense ETW game was the energy change of the right thigh and for the less intense hand-controlled NWT game was the energy change of the upper torso. Segment acceleration was less accurate in predicting EE. The best predictors of metabolic EE were the thighs and the upper torso in whole body and handheld-controlled games, respectively. Increasing movement of these body segments would lead to higher physical activity intensity during gaming, reducing sedentary behavior.

  18. Videogame distraction using virtual reality technology for children experiencing cold pressor pain: the role of cognitive processing.

    PubMed

    Law, Emily F; Dahlquist, Lynnda M; Sil, Soumitri; Weiss, Karen E; Herbert, Linda Jones; Wohlheiter, Karen; Horn, Susan Berrin

    2011-01-01

    This study examined whether increasing the demand for central cognitive processing involved in a distraction task, by involving the child in ongoing, effortful interaction with the distraction stimulus, would increase children's tolerance for cold pressor pain. Seventy-nine children ages 6-15 years underwent a baseline cold pressor trial followed by two cold pressor trials in which they received interactive distraction (i.e., used voice commands to play a videogame) or passive distraction (in which they merely watched the output from the same videogame segment) in counterbalanced order. Both distraction conditions were presented via a virtual reality-type helmet. As expected, children demonstrated significant improvement in pain tolerance during distraction relative to baseline. Children showed the greatest improvement during the interactive distraction task. The effects of distraction on children's cold pressor pain tolerance are significantly enhanced when the distraction task also includes greater demands for central cognitive processing.

  19. Augmented reality to the rescue of the minimally invasive surgeon. The usefulness of the interposition of stereoscopic images in the Da Vinci™ robotic console.

    PubMed

    Volonté, Francesco; Buchs, Nicolas C; Pugin, François; Spaltenstein, Joël; Schiltz, Boris; Jung, Minoa; Hagen, Monika; Ratib, Osman; Morel, Philippe

    2013-09-01

    Computerized management of medical information and 3D imaging has become the norm in everyday medical practice. Surgeons exploit these emerging technologies and bring information previously confined to the radiology rooms into the operating theatre. The paper reports the authors' experience with integrated stereoscopic 3D-rendered images in the da Vinci surgeon console. Volume-rendered images were obtained from a standard computed tomography dataset using the OsiriX DICOM workstation. A custom OsiriX plugin was created that permitted the 3D-rendered images to be displayed in the da Vinci surgeon console and to appear stereoscopic. These rendered images were displayed in the robotic console using the TilePro multi-input display. The upper part of the screen shows the real endoscopic surgical field and the bottom shows the stereoscopic 3D-rendered images. These are controlled by a 3D joystick installed on the console, and are updated in real time. Five patients underwent a robotic augmented reality-enhanced procedure. The surgeon was able to switch between the classical endoscopic view and a combined virtual view during the procedure. Subjectively, the addition of the rendered images was considered to be an undeniable help during the dissection phase. With the rapid evolution of robotics, computer-aided surgery is receiving increasing interest. This paper details the authors' experience with 3D-rendered images projected inside the surgical console. The use of this intra-operative mixed reality technology is considered very useful by the surgeon. It has been shown that the usefulness of this technique is a step toward computer-aided surgery that will progress very quickly over the next few years. Copyright © 2012 John Wiley & Sons, Ltd.

  20. Physiologically Modulating Videogames or Simulations which use Motion-Sensing Input Devices

    NASA Technical Reports Server (NTRS)

    Pope, Alan T. (Inventor); Stephens, Chad L. (Inventor); Blanson, Nina Marie (Inventor)

    2014-01-01

    New types of controllers allow players to make inputs to a video game or simulation by moving the entire controller itself. This capability is typically accomplished using a wireless input device having accelerometers, gyroscopes, and an infrared LED tracking camera. The present invention exploits these wireless motion-sensing technologies to modulate the player's movement inputs to the videogame based upon physiological signals. Such biofeedback-modulated video games train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies enhance personal improvement, not just the diversion, of the user.

  1. STS-56 CAPCOMs Chilton and Brown monitor mission from a console at JSC MCC

    NASA Image and Video Library

    1993-04-17

    STS056-S-080 (13 April 1993) --- Astronauts Kevin P. Chilton (left) and Curtis L. Brown Jr. are seen at the spacecraft communicator (CAPCOM) console in the flight control room of Houston's Mission Control Center (MCC). The two are part of the CAPCOM team who communicated with the five crewmembers aboard Discovery for the STS-56 mission in Earth orbit.

  2. Processing the CONSOL Energy, Inc. Mine Maps and Records Collection at the University of Pittsburgh

    ERIC Educational Resources Information Center

    Rougeux, Debora A.

    2011-01-01

    This article describes the efforts of archivists and student assistants at the University of Pittsburgh's Archives Service Center to organize, describe, store, and provide timely and efficient access to over 8,000 maps of underground coal mines in southwestern Pennsylvania, as well the records that accompanied them, donated by CONSOL Energy, Inc.…

  3. Child Goal Setting of Dietary and Physical Activity in a Serious Videogame.

    PubMed

    Simons, Monique; Baranowski, Janice; Thompson, Debbe; Buday, Richard; Abdelsamad, Dina; Baranowski, Tom

    2013-06-01

    To inform child obesity prevention programs, the current article identified what children thought were the most important goals, values, and perceived barriers related to healthy eating and physical activity (PA) within a serious videogame for health, "Escape from Diab" (Archimage Inc., Houston, TX). One hundred three children, 10-12 years of age, played "Escape from Diab." During game play the children were presented with a menu of goals, values, and barriers from which they selected the ones most important to them. The children's selections were transmitted to a central server and stored in a database. Frequencies were calculated and reported. The most important diet-related values and reasons for children were getting good grades and being healthy and fit. The most often reported barrier for fruit intake was that it does not fill you up, and for vegetable intake it was that availability at home was limited. Also, limited availability of bottled water at home was an often chosen barrier. PA-related important values and reasons were not missing school and having energy to do homework. Children preferred to limit sedentary activities for only 30 minutes rather than for 60 minutes. The most frequently mentioned barrier for reducing inactivity was "feeling too tired to do anything else." These findings provide important input for future obesity prevention videogames attempting to motivate children to set healthy diet and PA goals.

  4. Structure of Corrective Feedback for Selection of Ineffective Vegetable Parenting Practices for Use in a Simulation Videogame

    PubMed Central

    Beltran, Alicia; Chen, Tzu-An; O'Connor, Teresia; Hughes, Sheryl; Buday, Richard; Baranowski, Janice

    2013-01-01

    Abstract A serious videogame is being developed to train parents of preschool children in selecting and using parenting practices that are likely to encourage their child to eat more vegetables. The structure of feedback to the parents on their selection may influence what they learn from the game. Feedback Intervention Theory provides some guidance on the design of such messages. The structure of preferred performance feedback statements has not been investigated within serious videogames. Two feedback formats were tested for a player's preferences within the context of this videogame. Based on Feedback Intervention Theory, which proposes that threat to self-concept impairs feedback response, three-statement (a nonaffirming comment sandwiched between two affirming comments, called “Oreo” feedback, which should minimize threat to self-concept) and two-statement (a nonaffirming comment followed by an affirming comment) performance feedbacks were tailored to respondents. Tailoring was based on participants' report of frequency of use of effective and ineffective vegetable parenting practices and the reasons for use of the ineffective practices. Participants selected their preference between the two forms of feedback for each of eight ineffective vegetable parenting practices. In general, mothers (n=81) (no male respondents) slightly preferred the “Oreo” feedback, but the pattern of preferences varied by demographic characteristics. Stronger relationships by income suggest the feedback structure should be tailored to family income. Future research with larger and more diverse samples needs to test whether perceived threat to self-concept mediates the response to feedback and otherwise verify these findings. PMID:24761320

  5. Active Videogames and Weight Management: Is There a Future?

    PubMed

    Maddison, Ralph; Jull, Andrew; Marsh, Samantha; Direito, Artur; Mhurchu, Cliona Ni

    2013-06-01

    We evaluated the effects of an active videogame (AVG) intervention (Sony [Tokyo, Japan] PlayStation(®) EyeToy(®)) compared with non-AVGs on body composition, physical activity, sedentary behavior, and snack food consumption among overweight 10-12-year-old children over 24 weeks. Our research showed a treatment effect on body mass index and percentage body fat in favor of the intervention group. There was no difference between groups for total physical activity levels, but there was an increase in self-reported AVG play and reductions in non-AVG play and snack food consumption in the intervention group. Research is needed to determine how to augment the effects observed in this study.

  6. Replicas of Snoopy and Charlie Brown decorate top of console in MCC

    NASA Technical Reports Server (NTRS)

    1969-01-01

    Replicas of Snoopy and Charlie Brown, the two characters from Charles Schulz's syndicated comic strip 'Peanuts', decorate the top of a console in the Mission Operations Control Room in the Mission Control Center, bldg 30, on the first day of the Apollo 10 lunar orbit mission. During the Apollo 10 lunar orbit operations the Lunar Module will be called Snoopy when it is separated from the Command/Service Modules. The code words for the Command Module will be Charlie Brown.

  7. Assessment of Robotic Console Skills (ARCS): construct validity of a novel global rating scale for technical skills in robotically assisted surgery.

    PubMed

    Liu, May; Purohit, Shreya; Mazanetz, Joshua; Allen, Whitney; Kreaden, Usha S; Curet, Myriam

    2018-01-01

    Skill assessment during robotically assisted surgery remains challenging. While the popularity of the Global Evaluative Assessment of Robotics Skills (GEARS) has grown, its lack of discrimination between independent console skills limits its usefulness. The purpose of this study was to evaluate construct validity and interrater reliability of a novel assessment designed to overcome this limitation. We created the Assessment of Robotic Console Skills (ARCS), a global rating scale with six console skill domains. Fifteen volunteers who were console surgeons for 0 ("novice"), 1-100 ("intermediate"), or >100 ("experienced") robotically assisted procedures performed three standardized tasks. Three blinded raters scored the task videos using ARCS, with a 5-point Likert scale for each skill domain. Scores were analyzed for evidence of construct validity and interrater reliability. Group demographics were indistinguishable except for the number of robotically assisted procedures performed (p = 0.001). The mean scores of experienced subjects exceeded those of novices in dexterity (3.8 > 1.4, p < 0.001), field of view (4.1 > 1.8, p < 0.001), instrument visualization (3.9 > 2.2, p < 0.001), manipulator workspace (3.6 > 1.9, p = 0.001), and force sensitivity (4.3 > 2.6, p < 0.001). The mean scores of intermediate subjects exceeded those of novices in dexterity (2.8 > 1.4, p = 0.002), field of view (2.8 > 1.8, p = 0.021), instrument visualization (3.2 > 2.2, p = 0.045), manipulator workspace (3.1 > 1.9, p = 0.004), and force sensitivity (3.7 > 2.6, p = 0.033). The mean scores of experienced subjects exceeded those of intermediates in dexterity (3.8 > 2.8, p = 0.003), field of view (4.1 > 2.8, p < 0.001), and instrument visualization (3.9 > 3.2, p = 0.044). Rater agreement in each domain demonstrated statistically significant concordance (p < 0.05). We present strong evidence for construct validity and interrater reliability

  8. Videogame Distraction using Virtual Reality Technology for Children Experiencing Cold Pressor Pain: The Role of Cognitive Processing

    PubMed Central

    Law, Emily F.; Sil, Soumitri; Weiss, Karen E.; Herbert, Linda Jones; Wohlheiter, Karen; Horn, Susan Berrin

    2011-01-01

    Objective This study examined whether increasing the demand for central cognitive processing involved in a distraction task, by involving the child in ongoing, effortful interaction with the distraction stimulus, would increase children's tolerance for cold pressor pain. Methods Seventy-nine children ages 6–15 years underwent a baseline cold pressor trial followed by two cold pressor trials in which they received interactive distraction (i.e., used voice commands to play a videogame) or passive distraction (in which they merely watched the output from the same videogame segment) in counterbalanced order. Both distraction conditions were presented via a virtual reality-type helmet. Results As expected, children demonstrated significant improvement in pain tolerance during distraction relative to baseline. Children showed the greatest improvement during the interactive distraction task. Conclusion The effects of distraction on children's cold pressor pain tolerance are significantly enhanced when the distraction task also includes greater demands for central cognitive processing. PMID:20656761

  9. Replicas of Snoopy and Charlie Brown decorate top of console in MCC

    NASA Image and Video Library

    1969-05-18

    S69-34314 (18 May 1969) --- Replicas of Snoopy and Charlie Brown, the two characters from Charles Schulz's syndicated comic strip, "Peanuts," decorate the top of a console in the Mission Operations Control Room in the Mission Control Center, Building 30, on the first day of the Apollo 10 lunar orbit mission. During lunar orbit operations, the Lunar Module will be called ?Snoopy? when it is separated from the Command and Service Modules. The code words for the Command Module will be ?Charlie Brown?.

  10. Fighting the War on Indecency: "Mediating TV, Internet, and Videogame Usage among Achieving and Underachieving Gifted Children"

    ERIC Educational Resources Information Center

    Abelman, Robert

    2006-01-01

    This investigation explores the level, type, and extent of household mediation of television, the Internet, and videogames employed by parents of achieving and underachieving, intellectually gifted children in light of the recently declared "war on indecency." It examines various child-rearing practices and perceptions as well as salient…

  11. Structure of corrective feedback for selection of ineffective vegetable parenting practices for use in a simulation videogame

    USDA-ARS?s Scientific Manuscript database

    A serious videogame is being developed to train parents of preschool children in selecting and using parenting practices that are likely to encourage their child to eat more vegetables. The structure of feedback to the parents on their selection may influence what they learn from the game. Feedback ...

  12. Handling Japanese without a Japanese Operating System.

    ERIC Educational Resources Information Center

    Hatasa, Kazumi; And Others

    1992-01-01

    The Macintosh HyperCard environment has become a popular platform for Japanese language courseware because of its flexibility and ease of programing. This project created Japanese bitmap font files for the JIS Levels 1 and 2, and writing XFCNs for font manipulation, Japanese kana input, and answer correction. (12 references) (Author/LB)

  13. Leap motion controlled videogame-based therapy for rehabilitation of elderly patients with subacute stroke: a feasibility pilot study.

    PubMed

    Iosa, Marco; Morone, Giovanni; Fusco, Augusto; Castagnoli, Marcello; Fusco, Francesca Romana; Pratesi, Luca; Paolucci, Stefano

    2015-08-01

    The leap motion controller (LMC) is a new optoelectronic system for capturing motion of both hands and controlling a virtual environment. Differently from previous devices, it optoelectronically tracks the fine movements of fingers neither using glows nor markers. This pilot study explored the feasibility of adapting the LMC, developed for videogames, to neurorehabilitation of elderly with subacute stroke. Four elderly patients (71.50 ± 4.51 years old) affected by stroke in subacute phase were enrolled and tested in a cross-over pilot trial in which six sessions of 30 minutes of LMC videogame-based therapy were added on conventional therapy. Measurements involved participation to the sessions, evaluated by means of the Pittsburgh Rehabilitation Participation Scale, hand ability and grasp force evaluated respectively by means of the Abilhand Scale and by means of the dynamometer. Neither adverse effects nor spasticity increments were observed during LMC training. Participation to the sessions was excellent in three patients and very good in one patient during the LMC trial. In this period, patients showed a significantly higher improvement in hand abilities (P = 0.028) and grasp force (P = 0.006). This feasibility pilot study was the first one using leap motion controller for conducting a videogame-based therapy. This study provided a proof of concept that LMC can be a suitable tool even for elderly patients with subacute stroke. LMC training was in fact performed with a high level of active participation, without adverse effects, and contributed to increase the recovery of hand abilities.

  14. Physiologically Modulating Videogames or Simulations which Use Motion-Sensing Input Devices

    NASA Technical Reports Server (NTRS)

    Blanson, Nina Marie (Inventor); Stephens, Chad L. (Inventor); Pope, Alan T. (Inventor)

    2017-01-01

    New types of controllers allow a player to make inputs to a video game or simulation by moving the entire controller itself or by gesturing or by moving the player's body in whole or in part. This capability is typically accomplished using a wireless input device having accelerometers, gyroscopes, and a camera. The present invention exploits these wireless motion-sensing technologies to modulate the player's movement inputs to the videogame based upon physiological signals. Such biofeedback-modulated video games train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies enhance personal improvement, not just the diversion, of the user.

  15. Children's cognitive and affective responses about a narrative versus a non-narrative cartoon designed for an active videogame

    USDA-ARS?s Scientific Manuscript database

    This article presents the results of interviews conducted with children regarding their cognitive and affective responses toward a narrative and a non-narrative cartoon. The findings will be used to further explore the role of a narrative in motivating continued active videogame play. Twenty childre...

  16. Effects of training strategies implemented in a complex videogame on functional connectivity of attentional networks.

    PubMed

    Voss, Michelle W; Prakash, Ruchika Shaurya; Erickson, Kirk I; Boot, Walter R; Basak, Chandramallika; Neider, Mark B; Simons, Daniel J; Fabiani, Monica; Gratton, Gabriele; Kramer, Arthur F

    2012-01-02

    We used the Space Fortress videogame, originally developed by cognitive psychologists to study skill acquisition, as a platform to examine learning-induced plasticity of interacting brain networks. Novice videogame players learned Space Fortress using one of two training strategies: (a) focus on all aspects of the game during learning (fixed priority), or (b) focus on improving separate game components in the context of the whole game (variable priority). Participants were scanned during game play using functional magnetic resonance imaging (fMRI), both before and after 20 h of training. As expected, variable priority training enhanced learning, particularly for individuals who initially performed poorly. Functional connectivity analysis revealed changes in brain network interaction reflective of more flexible skill learning and retrieval with variable priority training, compared to procedural learning and skill implementation with fixed priority training. These results provide the first evidence for differences in the interaction of large-scale brain networks when learning with different training strategies. Our approach and findings also provide a foundation for exploring the brain plasticity involved in transfer of trained abilities to novel real-world tasks such as driving, sport, or neurorehabilitation. Copyright © 2011 Elsevier Inc. All rights reserved.

  17. Neural basis of superior performance of action videogame players in an attention-demanding task.

    PubMed

    Mishra, Jyoti; Zinni, Marla; Bavelier, Daphne; Hillyard, Steven A

    2011-01-19

    Steady-state visual evoked potentials (SSVEPs) were recorded from action videogame players (VGPs) and from non-videogame players (NVGPs) during an attention-demanding task. Participants were presented with a multi-stimulus display consisting of rapid sequences of alphanumeric stimuli presented at rates of 8.6/12 Hz in the left/right peripheral visual fields, along with a central square at fixation flashing at 5.5 Hz and a letter sequence flashing at 15 Hz at an upper central location. Subjects were cued to attend to one of the peripheral or central stimulus sequences and detect occasional targets. Consistent with previous behavioral studies, VGPs detected targets with greater speed and accuracy than NVGPs. This behavioral advantage was associated with an increased suppression of SSVEP amplitudes to unattended peripheral sequences in VGPs relative to NVGPs, whereas the magnitude of the attended SSVEPs was equivalent in the two groups. Group differences were also observed in the event-related potentials to targets in the alphanumeric sequences, with the target-elicited P300 component being of larger amplitude in VGPS than NVGPs. These electrophysiological findings suggest that the superior target detection capabilities of the VGPs are attributable, at least in part, to enhanced suppression of distracting irrelevant information and more effective perceptual decision processes.

  18. If We Build It, Will They Come? A Qualitative Study of Key Stakeholder Opinions on the Implementation of a Videogame Intervention for Risk Reduction in Adolescents

    PubMed Central

    Hieftje, Kimberly; Crusto, Cindy A.; Montanaro, Erika; Fiellin, Lynn E.

    2016-01-01

    Abstract Objective: Serious games are emerging as important tools that offer an innovative approach to teach adolescents behavioral skills to avoid risky situations. PlayForward: Elm City Stories, an interactive videogame targeting risk reduction, is currently undergoing evaluation. Collecting stakeholder data on its acceptability and real-life implementation strategies is critical for successful dissemination. Materials and Methods: We collected interview data from four stakeholder groups regarding incorporating PlayForward into settings with adolescents. Transcripts were coded, creating a comprehensive code structure for each stakeholder group. Results: We conducted 40 semi-structured interviews that included 14 adolescents (aged 12–15 years; 10 boys), eight parents/guardians (all women), 12 after-school/school coordinators (nine women), and 14 community partners (13 women). We identified four themes that reflected stakeholders' perceptions about how the videogame might be implemented in real-world settings. (1) Stakeholder groups expressed that the topics of sex, alcohol, and drugs were not being taught in an educational setting. (2) Stakeholder groups saw a videogame as a viable option to teach about sex, alcohol, and drugs. (3) Stakeholder groups thought that the videogame would fit well into other settings, such as after-school programs or community organizations. (4) Some stakeholder groups highlighted additional tools that could help with implementation, such as manuals, homework assignments, and group discussion questions. Conclusion: Stakeholder groups supported the game as a delivery vehicle for targeted content, indicating high acceptability but highlighting additional tools that would aid in implementation. PMID:27336205

  19. If We Build It, Will They Come? A Qualitative Study of Key Stakeholder Opinions on the Implementation of a Videogame Intervention for Risk Reduction in Adolescents.

    PubMed

    Pendergrass, Tyra M; Hieftje, Kimberly; Crusto, Cindy A; Montanaro, Erika; Fiellin, Lynn E

    2016-08-01

    Serious games are emerging as important tools that offer an innovative approach to teach adolescents behavioral skills to avoid risky situations. PlayForward: Elm City Stories, an interactive videogame targeting risk reduction, is currently undergoing evaluation. Collecting stakeholder data on its acceptability and real-life implementation strategies is critical for successful dissemination. We collected interview data from four stakeholder groups regarding incorporating PlayForward into settings with adolescents. Transcripts were coded, creating a comprehensive code structure for each stakeholder group. We conducted 40 semi-structured interviews that included 14 adolescents (aged 12-15 years; 10 boys), eight parents/guardians (all women), 12 after-school/school coordinators (nine women), and 14 community partners (13 women). We identified four themes that reflected stakeholders' perceptions about how the videogame might be implemented in real-world settings. (1) Stakeholder groups expressed that the topics of sex, alcohol, and drugs were not being taught in an educational setting. (2) Stakeholder groups saw a videogame as a viable option to teach about sex, alcohol, and drugs. (3) Stakeholder groups thought that the videogame would fit well into other settings, such as after-school programs or community organizations. (4) Some stakeholder groups highlighted additional tools that could help with implementation, such as manuals, homework assignments, and group discussion questions. Stakeholder groups supported the game as a delivery vehicle for targeted content, indicating high acceptability but highlighting additional tools that would aid in implementation.

  20. Console Log Keeping Made Easier - Tools and Techniques for Improving Quality of Flight Controller Activity Logs

    NASA Technical Reports Server (NTRS)

    Scott, David W.; Underwood, Debrah (Technical Monitor)

    2002-01-01

    At the Marshall Space Flight Center's (MSFC) Payload Operations Integration Center (POIC) for International Space Station (ISS), each flight controller maintains detailed logs of activities and communications at their console position. These logs are critical for accurately controlling flight in real-time as well as providing a historical record and troubleshooting tool. This paper describes logging methods and electronic formats used at the POIC and provides food for thought on their strengths and limitations, plus proposes some innovative extensions. It also describes an inexpensive PC-based scheme for capturing and/or transcribing audio clips from communications consoles. Flight control activity (e.g. interpreting computer displays, entering data/issuing electronic commands, and communicating with others) can become extremely intense. It's essential to document it well, but the effort to do so may conflict with actual activity. This can be more than just annoying, as what's in the logs (or just as importantly not in them) often feeds back directly into the quality of future operations, whether short-term or long-term. In earlier programs, such as Spacelab, log keeping was done on paper, often using position-specific shorthand, and the other reader was at the mercy of the writer's penmanship. Today, user-friendly software solves the legibility problem and can automate date/time entry, but some content may take longer to finish due to individual typing speed and less use of symbols. File layout can be used to great advantage in making types of information easy to find, and creating searchable master logs for a given position is very easy and a real lifesaver in reconstructing events or researching a given topic. We'll examine log formats from several console position, and the types of information that are included and (just as importantly) excluded. We'll also look at when a summary or synopsis is effective, and when extensive detail is needed.

  1. Effects of videogame distraction using a virtual reality type head-mounted display helmet on cold pressor pain in children.

    PubMed

    Dahlquist, Lynnda M; Weiss, Karen E; Clendaniel, Lindsay Dillinger; Law, Emily F; Ackerman, Claire Sonntag; McKenna, Kristine D

    2009-06-01

    To test whether a head-mounted display helmet enhances the effectiveness of videogame distraction for children experiencing cold pressor pain. Forty-one children, aged 6-14 years, underwent one or two baseline cold pressor trials followed by two distraction trials in which they played the same videogame with and without the helmet in counterbalanced order. Pain threshold (elapsed time until the child reported pain) and pain tolerance (total time the child kept the hand submerged in the cold water) were measured for each cold pressor trial. Both distraction conditions resulted in improved pain tolerance relative to baseline. Older children appeared to experience additional benefits from using the helmet, whereas younger children benefited equally from both conditions. The findings suggest that virtual reality technology can enhance the effects of distraction for some children. Research is needed to identify the characteristics of children for whom this technology is best suited.

  2. 15. NBS TOP SIDE CONTROL ROOM. THE SUIT SYSTEMS CONSOLE ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    15. NBS TOP SIDE CONTROL ROOM. THE SUIT SYSTEMS CONSOLE IS USED TO CONTROL AIR FLOW AND WATER FLOW TO THE UNDERWATER SPACE SUIT DURING THE TEST. THE SUIT SYSTEMS ENGINEER MONITORS AIR FLOW ON THE PANEL TO THE LEFT, AND SUIT DATA ON THE COMPUTER MONITOR JUST SLIGHTLY TO HIS LEFT. WATER FLOW IS MONITORED ON THE PANEL JUST SLIGHTLY TO HIS RIGHT AND TEST VIDEO TO HIS FAR RIGHT. THE DECK CHIEF MONITORS THE DIVER'S DIVE TIMES ON THE COMPUTER IN THE UPPER RIGHT. THE DECK CHIEF LOGS THEM IN AS THEY ENTER THE WATER, AND LOGS THEM OUT AS THEY EXIT THE WATER. THE COMPUTER CALCULATES TOTAL DIVE TIME. - Marshall Space Flight Center, Neutral Buoyancy Simulator Facility, Rideout Road, Huntsville, Madison County, AL

  3. Interactive videogame as rehabilitation tool of patients with chronic respiratory diseases: preliminary results of a feasibility study.

    PubMed

    Mazzoleni, Stefano; Montagnani, Giulia; Vagheggini, Guido; Buono, Lorenzo; Moretti, Francesca; Dario, Paolo; Ambrosino, Nicolino

    2014-10-01

    To evaluate the effectiveness of an interactive videogame (IV) system in addition to a supervised pulmonary rehabilitation programme (PRP) in patients with chronic respiratory diseases. Randomised Controlled Trial comparing standard PRP (20 patients, control group: CG), and PRP + sessions of interactive videogame-aided exercises (20 patients, experimental group: EG). Lung and respiratory muscle function, arterial blood gases, exercise capacity, dyspnoea, health status and health-related quality of life (HRQL) and emotional response were measured before and after PRP. A questionnaire on acceptability of the PRP was administered. Exercise capacity, dyspnoea and HRQL significantly improved in both groups after the PRP, whereas the EG showed a greater improvement in six-minute walk test and transitional dyspnoea index than the CG. No difference in psychological status or acceptability of PRP was observed between the two groups. The addition of IV training was more effective for improving some parameters of exercise tolerance and dyspnoea, although did not result in better psychological status nor it was better accepted than the standard PRP in patients with chronic respiratory diseases. Copyright © 2014 Elsevier Ltd. All rights reserved.

  4. STS-125 Flight Controllers on Console During HST Grapple - Orbit 1. Flight Director: Tony Ceccacci

    NASA Image and Video Library

    2009-05-13

    JSC2009-E-119745 (13 May 2009) --- Flight director Tony Ceccacci (left) and astronaut Dan Burbank, STS-125 spacecraft communicator (CAPCOM), monitor data at their consoles in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during flight day three activities. The Hubble Space Telescope, grappled by Space Shuttle Atlantis? remote manipulator system (RMS), is visible on one of the big screens.

  5. STS-125 Flight Controllers on Console During HST Grapple - Orbit 1. Flight Director: Tony Ceccacci

    NASA Image and Video Library

    2009-05-13

    JSC2009-E-119746 (13 May 2009) --- Flight director Tony Ceccacci (left) and astronaut Dan Burbank, STS-125 spacecraft communicator (CAPCOM), monitor data at their consoles in the space shuttle flight control room in the Mission Control Center at NASA's Johnson Space Center during flight day three activities. The Hubble Space Telescope, grappled by Space Shuttle Atlantis? remote manipulator system (RMS), is visible on one of the big screens.

  6. [Mediating role of emotional regulation between impulsive behavior in gambling, Internet and videogame abuse, and dysfunctional symptomatology in young adults and adolescents].

    PubMed

    Estévez Gutiérrez, Ana; Herrero Fernández, David; Sarabia Gonzalvo, Izaskun; Jáuregui Bilbao, Paula

    2014-01-01

    The way emotions are regulated might affect the engagement on risk behaviors in adolescents and young adults. Therefore, studying the relationship between these variables could be of great importance. Some of the less studied risky behaviors are pathological gambling, and Internet and videogame abuse. This research aims to analyze the existing relationship between such risky behaviors, emotion regulation, and dysfunctional psychological symptomatology (depression, anxiety, phobic anxiety, somatization, obsessive-–compulsive behavior, interpersonal sensitivity, hostility, paranoid ideation, and psychoticism). In addition, it also looks to assess whether emotional regulation plays a mediating role between pathological gambling, and Internet and videogame abuse, and psychological symptomatology. The sample was composed of 1312 young adults and adolescents, aged between 12 and 30, recruited from scholar centers, universities and free time groups, and from associations and centers associated with FEJAR (Spanish Federation of Rehabilitated Gamblers). Participants completed measurements of impulsive behavior, emotion regulation, and dysfunctional symptomatology. Results showed that there is generally a positive and significant relation between these variables. Moreover, it has been pointed out that emotion regulation mediates the association between impulsive behavior and dysfunctional symptomatology among those young adults and adolescents who engage in these impulsive behaviors, except for the relation between videogame abuse and depressive symptomatology. Training in emotional regulation skills could be useful in dealing with and treating this type of behaviors in adolescents and young adults.

  7. Effects of Videogame Distraction using a Virtual Reality Type Head-Mounted Display Helmet on Cold Pressor Pain in Children

    PubMed Central

    Weiss, Karen E.; Dillinger Clendaniel, Lindsay; Law, Emily F.; Ackerman, Claire Sonntag; McKenna, Kristine D.

    2009-01-01

    Objective To test whether a head-mounted display helmet enhances the effectiveness of videogame distraction for children experiencing cold pressor pain. Method Forty-one children, aged 6–14 years, underwent one or two baseline cold pressor trials followed by two distraction trials in which they played the same videogame with and without the helmet in counterbalanced order. Pain threshold (elapsed time until the child reported pain) and pain tolerance (total time the child kept the hand submerged in the cold water) were measured for each cold pressor trial. Results Both distraction conditions resulted in improved pain tolerance relative to baseline. Older children appeared to experience additional benefits from using the helmet, whereas younger children benefited equally from both conditions. The findings suggest that virtual reality technology can enhance the effects of distraction for some children. Research is needed to identify the characteristics of children for whom this technology is best suited. PMID:18367495

  8. Leveraging Game Consoles for the Delivery of TBI Rehabilitation

    NASA Technical Reports Server (NTRS)

    Super, Taryn; Mastaglio, Thomas; Shen, Yuzhong; Walker, Robert

    2011-01-01

    Military personnel are at a greater risk for traumatic brain injury (TBI) than the civilian population. In addition, the increase in exposure to explosives, i.e. , improvised explosive devices, in the Afghanistan and Iraq wars, along with more effective body armor, has resulted in far more surviving casualties suffering from TBI than in previous wars. This effort presents the results of a feasibility study and early prototype of a brain injury rehabilitation delivery system (BIRDS). BIRDS is designed to provide medical personnel treating TBI with a capability to prescribe game activities for patients to execute using a commercially available game console, either in a clinical setting or in their homes. These therapeutic activities will contribute to recovery or remediation of the patients' cognitive dysfunctions. Solutions such as this that provide new applications for existing platforms have significant potential to address the growing incidence of TBI today.

  9. Development of a 3D immersive videogame to improve arm-postural coordination in patients with TBI

    PubMed Central

    2011-01-01

    Background Traumatic brain injury (TBI) disrupts the central and executive mechanisms of arm(s) and postural (trunk and legs) coordination. To address these issues, we developed a 3D immersive videogame-- Octopus. The game was developed using the basic principles of videogame design and previous experience of using videogames for rehabilitation of patients with acquired brain injuries. Unlike many other custom-designed virtual environments, Octopus included an actual gaming component with a system of multiple rewards, making the game challenging, competitive, motivating and fun. Effect of a short-term practice with the Octopus game on arm-postural coordination in patients with TBI was tested. Methods The game was developed using WorldViz Vizard software, integrated with the Qualysis system for motion analysis. Avatars of the participant's hands precisely reproducing the real-time kinematic patterns were synchronized with the simulated environment, presented in the first person 3D view on an 82-inch DLP screen. 13 individuals with mild-to-moderate manifestations of TBI participated in the study. While standing in front of the screen, the participants interacted with a computer-generated environment by popping bubbles blown by the Octopus. The bubbles followed a specific trajectory. Interception of the bubbles with the left or right hand avatar allowed flexible use of the postural segments for balance maintenance and arm transport. All participants practiced ten 90-s gaming trials during a single session, followed by a retention test. Arm-postural coordination was analysed using principal component analysis. Results As a result of the short-term practice, the participants improved in game performance, arm movement time, and precision. Improvements were achieved mostly by adapting efficient arm-postural coordination strategies. Of the 13 participants, 10 showed an immediate increase in arm forward reach and single-leg stance time. Conclusion These results support the

  10. Development of a 3D immersive videogame to improve arm-postural coordination in patients with TBI.

    PubMed

    Ustinova, Ksenia I; Leonard, Wesley A; Cassavaugh, Nicholas D; Ingersoll, Christopher D

    2011-10-31

    Traumatic brain injury (TBI) disrupts the central and executive mechanisms of arm(s) and postural (trunk and legs) coordination. To address these issues, we developed a 3D immersive videogame--Octopus. The game was developed using the basic principles of videogame design and previous experience of using videogames for rehabilitation of patients with acquired brain injuries. Unlike many other custom-designed virtual environments, Octopus included an actual gaming component with a system of multiple rewards, making the game challenging, competitive, motivating and fun. Effect of a short-term practice with the Octopus game on arm-postural coordination in patients with TBI was tested. The game was developed using WorldViz Vizard software, integrated with the Qualysis system for motion analysis. Avatars of the participant's hands precisely reproducing the real-time kinematic patterns were synchronized with the simulated environment, presented in the first person 3D view on an 82-inch DLP screen. 13 individuals with mild-to-moderate manifestations of TBI participated in the study. While standing in front of the screen, the participants interacted with a computer-generated environment by popping bubbles blown by the Octopus. The bubbles followed a specific trajectory. Interception of the bubbles with the left or right hand avatar allowed flexible use of the postural segments for balance maintenance and arm transport. All participants practiced ten 90-s gaming trials during a single session, followed by a retention test. Arm-postural coordination was analysed using principal component analysis. As a result of the short-term practice, the participants improved in game performance, arm movement time, and precision. Improvements were achieved mostly by adapting efficient arm-postural coordination strategies. Of the 13 participants, 10 showed an immediate increase in arm forward reach and single-leg stance time. These results support the feasibility of using the custom-made 3D

  11. From Tabletop RPG to Interactive Storytelling: Definition of a Story Manager for Videogames

    NASA Astrophysics Data System (ADS)

    Delmas, Guylain; Champagnat, Ronan; Augeraud, Michel

    Adding narrative in computer game is complicated because it may restrict player interactivity. Our aim is to design a controller that dynamically built a plot, through the game execution, centred on player's actions. Tabletop Role-playing games manage to deal with this goal. This paper presents a study of role-playing games, their organization, and the models commonly used for narrative generation. It then deduces a proposition of components and data structures for interactive storytelling in videogames. A prototype of a social game has been developed as example.

  12. The willingness to pay of parties to traffic accidents for loss of productivity and consolation compensation.

    PubMed

    Jou, Rong-Chang; Chen, Tzu-Ying

    2015-12-01

    In this study, willingness to pay (WTP) for loss of productivity and consolation compensation by parties to traffic accidents is investigated using the Tobit model. In addition, WTP is compared to compensation determined by Taiwanese courts. The modelling results showed that variables such as education, average individual monthly income, traffic accident history, past experience of severe traffic accident injuries, the number of working days lost due to a traffic accident, past experience of accepting compensation for traffic accident-caused productivity loss and past experience of accepting consolation compensation caused by traffic accidents have a positive impact on WTP. In addition, average WTP for these two accident costs were obtained. We found that parties to traffic accidents were willing to pay more than 90% of the compensation determined by the court in the scenario of minor and moderate injuries. Parties were willing to pay approximately 80% of the compensation determined by the court for severe injuries, disability and fatality. Therefore, related agencies can use our study findings as the basis for determining the compensation that parties should pay for productivity losses caused by traffic accidents of different types. Copyright © 2015 Elsevier Ltd. All rights reserved.

  13. A Pilot Prospective Randomized Control Trial Comparing Exercises Using Videogame Therapy to Standard Physical Therapy: 6 Months Follow-Up.

    PubMed

    Parry, Ingrid; Painting, Lynda; Bagley, Anita; Kawada, Jason; Molitor, Fred; Sen, Soman; Greenhalgh, David G; Palmieri, Tina L

    2015-01-01

    Commercially available, interactive videogames that use body movements for interaction are used clinically in burn rehabilitation and have been shown to facilitate functional range of motion (ROM) but their efficacy with burn patients has not yet been proven. The purpose of this pilot randomized control study was to prospectively compare planar and functional ROM, compliance, pain, enjoyment, and exertion in pediatric burn patients receiving two types of rehabilitation therapy. Seventeen school-aged children with 31 affected limbs who demonstrated limited shoulder ROM from burn injury were randomized to receive exercises using either standard therapy ROM activities (ST) or interactive videogame therapy (VGT). Patients received 3 weeks of the designated therapy intervention twice daily. They were then given a corresponding home program of the same type of therapy to perform regularly for 6 months. Standard goniometry and three-dimensional motion analysis during functional tasks were used to assess ROM. Measures were taken at baseline, 3 weeks, 3 months, and 6 months. Pain was measured before and after each treatment session during the 3-week intervention. There was no difference in compliance, enjoyment, or exertion between the groups. Patients in both the ST and VGT groups showed significant improvement in shoulder flexion (P < .001), shoulder abduction (P <.001), shoulder external rotation (P = .01), and elbow flexion (P = .004) ROM from baseline to 6 months as measured with goniometry. Subjects also showed significant gains in elbow flexion (P = .04) during hand to head and shoulder flexion (P = .04) during high reach. There was no difference in ROM gains between the groups. Within group comparison showed that the VGT group had significantly more recovery of ROM during the first 3 weeks than any other timeframe in the study, whereas ST had most gains at 3 months. There was a significant difference between the groups in the subjects' pain response. ST subjects

  14. Exercise intensity levels in children with cerebral palsy while playing with an active video game console.

    PubMed

    Robert, Maxime; Ballaz, Laurent; Hart, Raphael; Lemay, Martin

    2013-08-01

    Children with cerebral palsy (CP) are prone to secondary complications related to physical inactivity and poor cardiorespiratory capacity. This problem could be greatly attenuated through the use of video games that incorporate physical activity for 2 reasons: Video games already represent an important component of leisure time in younger people, and such games can lead to a high level of exercise intensity in people who are healthy. The study objective was to evaluate exercise intensity in children with spastic diplegic CP and children who were typically developing while playing with an active video game console. This was a cross-sectional study. Ten children (7-12 years old) with spastic diplegic CP (Gross Motor Function Classification System level I or II) and 10 children who were age matched and typically developing were evaluated in a movement analysis laboratory. Four games were played with the active video game console (jogging, bicycling, snowboarding, and skiing) for 40 minutes. Heart rate was recorded during the entire playing period with a heart rate belt monitor. Exercise intensity was defined as the percentage of heart rate reserve (HRR). In addition, lower extremity motion analysis was carried out during the final minute of the playing period for the jogging and bicycling games. No difference between groups was observed for any variables. A main effect of games was observed for the amount of time spent at an intensity greater than 40% of HRR. Specifically, more than 50% of the playing time for the jogging game and more than 30% of the playing time for the bicycling game were spent at an intensity greater than 40% of HRR. In addition, the jogging game produced a larger range of motion than the bicycling game. A limitation of this study was the relatively small and heterogeneous sample. For all 4 games, similar exercise intensity levels were observed for children who were typically developing and children with CP, suggesting that children with CP could

  15. Do American born Japanese children still grow faster than native Japanese?

    PubMed

    Kano, K; Chung, C S

    1975-09-01

    Growth patterns of Japanese schoolchildren in Hawaii, composed of 2,954 boys and 3,213 girls aged between 11 and 17, were compared with those comparable groups of Japanese schoolchildren in Japan based on the data published by the Japanese Ministry of Education. Growth characteristics studied were height, weight, and relative weight index, weight/(height). The Hawaii-Japanese boys were taller at early ages but the difference disappeared by age 16. Native Japanese girls were shorter than Hawaii-Japanese until age 13, but they overtook the latter by age 14, exceeding them in height after age 15. A similar pattern was found in weights of girls but the Hawaii-Japanese boys remained consistently heavier by 5.0 to 9.0 kg than native Japanese. The relative weight measure indicated that the Hawaii boys were more "obese" than native Japanese boys for the growth period studied; whereas the same tendency was maintained until age 15 in girls. These observations indicate a marked degree of convergence of the patterns of physical growth of the two populations, whose differences were unmistakably in favor of American born children in earlier studies. It is concluded that the convergence is due largely to the improved environmental conditions in Japan in recent years.

  16. Understanding "Serious Videogame" storyline and genre preferences related to game immersion among low-income ethnically diverse urban and rural adolescents

    USDA-ARS?s Scientific Manuscript database

    Researchers and non-profit organizations have embraced various media, because they help school-aged children acquire knowledge and develop decision-making ski11s. Serious videogames (i.e., games designed to entertain and educate, train or change behavior) may be effective at modifying youth health b...

  17. Metamorphoses of ONAV console operations: From prototype to real time application

    NASA Technical Reports Server (NTRS)

    Millis, Malise; Wang, Lui

    1991-01-01

    The ONAV (Onboard Navigation) Expert System is being developed as a real time console assistant to the ONAV flight controller for use in the Mission Control Center at the Johnson Space Center. Currently the entry and rendezvous systems are in verification, and the ascent is being prototyped. To arrive at this stage, from a prototype to real world application, the ONAV project has had to deal with not only AI issues but operating environment issues. The AI issues included the maturity of AI languages and the debugging tools, what is verification, and availability, stability, and the size of the expert pool. The environmental issues included real time data acquisition, hardware stability, and how to achieve acceptance by users and management.

  18. Acceptability and applicability of an American health videogame with story for childhood obesity prevention among Hong Kong Chinese children

    USDA-ARS?s Scientific Manuscript database

    Positive changes in diet have been observed in research carried out in the United States from the use of "Escape from Diab" (Diab), a health videogame designed to lower the risk of obesity and type 2 diabetes. Whether the American story and characters in Diab might be perceived by Hong Kong Chinese ...

  19. David Bushman at the Mission Manager's console onboard NASA's DC-8 during the AirSAR 2004 campaign

    NASA Image and Video Library

    2004-03-03

    David Bushman at the Mission Manager's console onboard NASA's DC-8 during the AirSAR 2004 campaign. AirSAR 2004 is a three-week expedition by an international team of scientists that will use an all-weather imaging tool, called the Airborne Synthetic Aperture Radar (AirSAR), in a mission ranging from the tropical rain forests of Central America to frigid Antarctica.

  20. Parental mediation of television viewing and videogaming of adolescents with autism spectrum disorder and their siblings.

    PubMed

    Kuo, Melissa H; Magill-Evans, Joyce; Zwaigenbaum, Lonnie

    2015-08-01

    Adolescents with autism spectrum disorder spend considerable time in media activities. Parents play an important role in shaping adolescents' responses to media. This study explored the mediation strategies that parents of adolescents with autism spectrum disorder used to manage television and video game use, factors associated with their use of different strategies, and whether mediation strategies changed over time. A secondary purpose was to examine whether parents applied different mediation strategies to adolescents with autism spectrum disorder versus siblings, and the factors that created stress related to managing media use. Parents of 29 adolescents with autism spectrum disorder and 16 siblings completed questionnaires at two time points. Parents most frequently supervised their television viewing by watching it with the adolescents, and used restrictive strategies to regulate their videogaming. Parents used similar strategies for siblings, but more frequently applied restrictive and instructive strategies for videogaming with adolescents with autism spectrum disorder than their siblings. Restrictive mediation of television viewing for the adolescents decreased significantly over the year. Adolescents' time spent in media activities, age, and behavior problems, and parents' concerns about media use were significant factors associated with the strategies that parents employed. Parents' stress related to the adolescents' behavioral and emotional responses to parental restrictions. © The Author(s) 2014.

  1. STS-116/ISS 12A.1 flight controllers on console during EVA #4

    NASA Image and Video Library

    2006-12-18

    JSC2006-E-54436 (18 Dec. 2006) --- ISS lead flight director John Curry (right) and astronaut Stephen K. Robinson, at the CAPCOM console, represent part of the busy ground support effort for the add-on spacewalk by the STS-116 crew. Astronaut Joseph R. Tanner, who like Robinson is a veteran of multiple space walks, assisted with CAPCOM duties. While flight controllers in this space station flight control room were busy supporting the spacewalk, so were their counterparts in the space shuttle flight control room, not far away in the Johnson Space Center's Mission Control Center.

  2. Binocular treatment of amblyopia using videogames (BRAVO): study protocol for a randomised controlled trial.

    PubMed

    Guo, Cindy X; Babu, Raiju J; Black, Joanna M; Bobier, William R; Lam, Carly S Y; Dai, Shuan; Gao, Tina Y; Hess, Robert F; Jenkins, Michelle; Jiang, Yannan; Kowal, Lionel; Parag, Varsha; South, Jayshree; Staffieri, Sandra Elfride; Walker, Natalie; Wadham, Angela; Thompson, Benjamin

    2016-10-18

    Amblyopia is a common neurodevelopmental disorder of vision that is characterised by visual impairment in one eye and compromised binocular visual function. Existing evidence-based treatments for children include patching the nonamblyopic eye to encourage use of the amblyopic eye. Currently there are no widely accepted treatments available for adults with amblyopia. The aim of this trial is to assess the efficacy of a new binocular, videogame-based treatment for amblyopia in older children and adults. We hypothesise that binocular treatment will significantly improve amblyopic eye visual acuity relative to placebo treatment. The BRAVO study is a double-blind, randomised, placebo-controlled multicentre trial to assess the effectiveness of a novel videogame-based binocular treatment for amblyopia. One hundred and eight participants aged 7 years or older with anisometropic and/or strabismic amblyopia (defined as ≥0.2 LogMAR interocular visual acuity difference, ≥0.3 LogMAR amblyopic eye visual acuity and no ocular disease) will be recruited via ophthalmologists, optometrists, clinical record searches and public advertisements at five sites in New Zealand, Canada, Hong Kong and Australia. Eligible participants will be randomised by computer in a 1:1 ratio, with stratification by age group: 7-12, 13-17 and 18 years and older. Participants will be randomised to receive 6 weeks of active or placebo home-based binocular treatment. Treatment will be in the form of a modified interactive falling-blocks game, implemented on a 5th generation iPod touch device viewed through red/green anaglyphic glasses. Participants and those assessing outcomes will be blinded to group assignment. The primary outcome is the change in best-corrected distance visual acuity in the amblyopic eye from baseline to 6 weeks post randomisation. Secondary outcomes include distance and near visual acuity, stereopsis, interocular suppression, angle of strabismus (where applicable) measured at

  3. Japaneseplex: A forensic SNP assay for identification of Japanese people using Japanese-specific alleles.

    PubMed

    Yuasa, Isao; Akane, Atsushi; Yamamoto, Toshimichi; Matsusue, Aya; Endoh, Minoru; Nakagawa, Mayumi; Umetsu, Kazuo; Ishikawa, Takaki; Iino, Morio

    2018-04-24

    It is sometimes necessary to determine whether a forensic biological sample came from a Japanese person. In this study, we developed a 60-locus SNP assay designed for the differentiation of Japanese people from other East Asians using entirely and nearly Japanese-specific alleles. This multiplex assay consisted of 6 independent PCR reactions followed by single nucleotide extension. The average number and standard deviation of Japanese-specific alleles possessed by an individual were 0.81 ± 0.93 in 108 Koreans from Seoul, 8.87 ± 2.89 in 103 Japanese from Tottori, 17.20 ± 3.80 in 88 Japanese from Okinawa, and 0 in 220 Han Chinese from Wuxi and Changsha. The Koreans had 0-4 Japanese-specific alleles per individual, whereas the Japanese had 4-26 Japanese-specific alleles. Almost all Japanese were distinguished from the Koreans and other people by the factorial correspondence and principal component analyses. The Snipper program was also useful to estimate the degree of Japaneseness. The method described here was successfully applied to the differentiation of Japanese from non-Japanese people in forensic cases. This Japanese-specific SNP assay was named Japaneseplex. Copyright © 2018 Elsevier B.V. All rights reserved.

  4. Physical Activity Levels in Children With and Without Autism Spectrum Disorder When Playing Active and Sedentary Xbox Kinect Videogames.

    PubMed

    Golden, Daphne; Getchell, Nancy

    2017-04-01

    We compare physical activity during bouts of sedentary videogaming (SVG), active videogaming (AVG), and paced walking in children with and without autism spectrum disorder (ASD) to determine the effectiveness of AVG in providing moderate-to-vigorous physical activity. Participants included nine males (8-11 years old) with ASD and eight age-matched males who were typically developing. Both groups had anthropometric and motor proficiency (Movement Assessment Battery for Children II) measures taken before testing. Participants attended three randomly assigned acquisition sessions: 20 minutes of paced walking at 4.5 metabolic equivalents, AVG, and SVG. Videogaming occurred on an Xbox ® Kinect. An Actical accelerometer provided activity counts (AC) and percentage of time in moderate-to-vigorous physical activity (%MVPA). These were compared using 3 × 2 repeated measures analysis of variance for each measure. Main effects for conditions existed for %MVPA (P < 0.0001) and AC (P < 0.0001). Post hoc Bonferroni comparisons indicated that AVG had significantly higher AC (P < 0.001) and % MVPA (P < 0.001) than SVG, but was significantly lower than paced walking (AC P < 0.001; %MVPA P < 0.01). Overall, participants spent 76.25% of their time in MVPA during AVG compared to 99.4% during paced walking and 2.31% in SVG. No main effects for groups or group by condition interaction effects were found for either measure. AVG may provide an appealing means by which all individuals can increase their overall physical activity levels, although AVG should not be seen as a replacement for walking or other forms of PA. Although further research is necessary, the finding that both groups performed similarly in AVG suggests that games can potentially be played without modifications or adaptations to gaming units, which may provide several advantages in terms of social/cost/ease of accessing unit.

  5. "I can be happy even when I lose the game": the influence of chronic regulatory focus and primed self-construal on exergamers' mood.

    PubMed

    Jin, Seung-A Annie

    2010-08-01

    This research explored the effects of priming interdependent self-construals (collective self ) versus independent self-construals (private self ) on exergame players' mood in response to negative performance feedback. An experiment was conducted to test the interaction effects of self-construal priming as a situational factor and game players' chronic regulatory focus as an individual difference factor. To this end, the author leveraged a video-game console (Wii) and an exergame (Dance Dance Revolution) in a controlled, randomized 2 x 2 (experimental priming: interdependent self-construal vs. independent self-construal x game players' chronic promotion regulatory focus: low vs. high) between-subjects factorial design experiment (N = 58). The results of a two-way analysis of variance demonstrated the proposed interaction effect between primed self-construal and game players' chronic regulatory focus on the game players' mood in response to negative performance. The theoretical mechanism underlying the two-way interaction is explicated by regulatory focus and the primed self-construals is explicated by regulatory focus theory and two-basket theory. Practical implications for game developers and theoretical contributions to video-game research are discussed.

  6. Circuit for connecting the Videoton-340 with the ES-1030 as an operator console

    NASA Technical Reports Server (NTRS)

    Uskov, V. A.; PRYADIN

    1979-01-01

    A system of connection of the Videoton-340 text display to the standard ES-7070 unit, for use as an operator console, partially replacing and supplementing the ES-7070 electric typewriter, is described. The interactions, including the specific instructions, among the Videoton-340, the Consul-260.1 electric typewriter and the ES-7070, which is the means of user access to the unified system of computers, are presented. Users at the Institute of Space Research note the reliability, high information output rate, noiselessness and convenience of the keyboard of the system.

  7. Computer games may be good for your health: shifting healthcare behavior via interactive drama videogames.

    PubMed

    Silverman, Barry G; Mosley, Josh; Johns, Michael; Weaver, Ransom; Green, Melanie; Holmes, John; Kimmel, Stephen; Holmes, William

    2003-01-01

    There is increasing evidence that interactive learning systems have an important role in reducing health risks and improving general health status. This theater style demonstration is aimed at harnessing people's passions for videogames and the movies, and a major purpose of this research is to explore alternative ways for a game generator to help authors to introduce entertainment and free play as well as learning by teaching into role playing games and interactive dramas that are behavioral interventions in disguise.

  8. [Understanding the symbolic values of Japanese onomatopoeia: comparison of Japanese and Chinese speakers].

    PubMed

    Haryu, Etsuko; Zhao, Lihua

    2007-10-01

    Do non-native speakers of the Japanese language understand the symbolic values of Japanese onomatopoeia matching a voiced/unvoiced consonant with a big/small sound made by a big/small object? In three experiments, participants who were native speakers of Japanese, Japanese-learning Chinese, or Chinese without knowledge of the Japanese language were shown two pictures. One picture was of a small object making a small sound, such as a small vase being broken, and the other was of a big object making a big sound, such as a big vase being broken. Participants were presented with two novel onomatopoetic words with voicing contrasts, e.g.,/dachan/vs./tachan/, and were told that each word corresponded to one of the two pictures. They were then asked to match the words to the corresponding pictures. Chinese without knowledge of Japanese performed only at chance level, whereas Japanese and Japanese-learning Chinese successfully matched a voiced/unvoiced consonant with a big/small object respectively. The results suggest that the key to understanding the symbolic values of voicing contrasts in Japanese onomatopoeia is some basic knowledge that is intrinsic to the Japanese language.

  9. The Japanese Mind: Understanding Contemporary Japanese Culture.

    ERIC Educational Resources Information Center

    Davies, Roger J., Ed.; Ikeno, Osamu, Ed.

    This collection of essays offers an overview of contemporary Japanese culture, and can serve as a resource for classes studying Japan. The 28 essays offer an informative, accessible look at the values, attitudes, behavior patterns, and communication styles of modern Japan from the unique perspective of the Japanese people. Filled with examples…

  10. A preliminary user-friendly, digital console for the control room parameters supervision in old-generation Nuclear Plants

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Memmi, F.; Falconi, L.; Cappelli, M.

    2012-07-01

    Improvements in the awareness of a system status is an essential requirement to achieve safety in every kind of plant. In particular, in the case of Nuclear Power Plants (NPPs), a progress is crucial to enhance the Human Machine Interface (HMI) in order to optimize monitoring and analyzing processes of NPP operational states. Firstly, as old-fashioned plants are concerned, an upgrading of the whole console instrumentation is desirable in order to replace an analog visualization with a full-digital system. In this work, we present a novel instrument able to interface the control console of a nuclear reactor, developed by usingmore » CompactRio, a National Instruments embedded architecture and its dedicated programming language. This real-time industrial controller composed by a real-time processor and FPGA modules has been programmed to visualize the parameters coming from the reactor, and to storage and reproduce significant conditions anytime. This choice has been made on the basis of the FPGA properties: high reliability, determinism, true parallelism and re-configurability, achieved by a simple programming method, based on LabVIEW real-time environment. The system architecture exploits the FPGA capabilities of implementing custom timing and triggering, hardware-based analysis and co-processing, and highest performance control algorithms. Data stored during the supervisory phase can be reproduced by loading data from a measurement file, re-enacting worthwhile operations or conditions. The system has been thought to be used in three different modes, namely Log File Mode, Supervisory Mode and Simulation Mode. The proposed system can be considered as a first step to develop a more complete Decision Support System (DSS): indeed this work is part of a wider project that includes the elaboration of intelligent agents and meta-theory approaches. A synoptic has been created to monitor every kind of action on the plant through an intuitive sight. Furthermore, another

  11. What Is Business Japanese? Designing a Japanese Course for Business Communication.

    ERIC Educational Resources Information Center

    Koike, Shohei

    Experiences in developing "Business Japanese" courses for the undergraduate major in Language and International Trade at Eastern Michigan University are described. In 1987, six new courses in Japanese were proposed so that Japanese could be offered as a language specialty in the program. Issues considered in defining business Japanese…

  12. A Confirmatory Model for Substance Use Among Japanese American and Part-Japanese American Adolescents

    PubMed Central

    Williams, John Kino Yamaguchi; Else, 'Iwalani R. N.; Goebert, Deborah A.; Nishimura, Stephanie T.; Hishinuma, Earl S.; Andrade, Naleen N.

    2013-01-01

    Few studies have examined the effect of ethnicity and cultural identity on substance use among Asian and Pacific Islander adolescents. A cross-sequential study conducted in Hawai'i with 144 Japanese American and part-Japanese American adolescents assessed a model integrating Japanese ethnicity, cultural identity, substance use, major life events, and social support. Japanese American adolescents scored higher on the Japanese Culture Scale and on the Peers’ Social Support than the part-Japanese American adolescents. Significant associations for substance use and impairment included culturally intensified events and Japanese cultural identity- behavior subset. Models had good overall fits and suggested that conflict surrounding cultural identity may contribute to substance use. PMID:23480213

  13. ASCIIGenome: a command line genome browser for console terminals.

    PubMed

    Beraldi, Dario

    2017-05-15

    Current genome browsers are designed to work via graphical user interfaces (GUIs), which, however intuitive, are not amenable to operate within console terminals and therefore are difficult to streamline or integrate in scripts. To circumvent these limitations, ASCIIGenome runs exclusively via command line interface to display genomic data directly in a terminal window. By following the same philosophy of UNIX tools, ASCIIGenome aims to be easily integrated with the command line, including batch processing of data, and therefore enables an effective exploration of the data. ASCIIGenome is written in Java. Consequently, it is a cross-platform tool and requires minimal or no installation. Some of the common genomic data types are supported and data access on remote ftp servers is possible. Speed and memory footprint are comparable to or better than those of common genome browsers. Software and source code (MIT License) are available at https://github.com/dariober/ASCIIGenome with detailed documentation at http://asciigenome.readthedocs.io . Dario.beraldi@cruk.cam.ac.uk. Supplementary data are available at Bioinformatics online. © The Author 2017. Published by Oxford University Press.

  14. "Built-In" Action/Issues Tracking and Post-Ops Analysis Tool for Realtime Console Operations

    NASA Technical Reports Server (NTRS)

    Scott, David W.

    2008-01-01

    Marshall Space Flight Center's (MSFC) Payload Operations Integration Center (POIC) for the International Space Station (ISS) uses a number of formal databases to manage and track flight plan changes, onboard and ground equipment anomalies, and other events. However, individual console positions encounter many action items and/or occurrences that don't fit neatly into the databases, and while console logs are comprehensive, manual or automated searches do not always yield consistent results. The Payload Communications Manager (PAYCOM) team, whose members speak directly with the ISS onboard crew with respect to NASA payload operations, has found a creative way to reformat a mandatory Daily Report to organize action items, standing reminders, significant events, and other comments. While the report keeps others appraised of PAYCOMs activities and issues of the moment, the format makes it easy to capture very brief summaries of the items in a "Roll Off Matrix", including start and stop dates, resolution, and possible applicability to future ops. The matrix provides accountability for all action items, gives direct insight into the issues surrounding various payloads and methods of dealing with them, yields indirect information on PAYCOM priorities and processes, and provides a roadmap that makes it easier to get back to extensive details if needed. This paper describes how the ISS PAYCOM Daily Report and Roll Off Matrix are organized, used, and inter-related to each other and the PAYCOM operations log. While the application is for a manned vehicle, the concepts could apply in a wide spectrum of operational settings.

  15. "Fair Play": A Videogame Designed to Address Implicit Race Bias Through Active Perspective Taking.

    PubMed

    Gutierrez, Belinda; Kaatz, Anna; Chu, Sarah; Ramirez, Dennis; Samson-Samuel, Clem; Carnes, Molly

    2014-12-01

    Having diverse faculty in academic health centers will help diversify the healthcare workforce and reduce health disparities. Implicit race bias is one factor that contributes to the underrepresentation of Black faculty. We designed the videogame "Fair Play" in which players assume the role of a Black graduate student named Jamal Davis. As Jamal, players experience subtle race bias while completing "quests" to obtain a science degree. We hypothesized that participants randomly assigned to play the game would have greater empathy for Jamal and lower implicit race bias than participants randomized to read narrative text describing Jamal's experience. University of Wisconsin-Madison graduate students were recruited via e-mail and randomly assigned to play "Fair Play" or read narrative text through an online link. Upon completion, participants took an Implicit Association Test to measure implicit bias and answered survey questions assessing empathy toward Jamal and awareness of bias. As hypothesized, gameplayers showed the least implicit bias but only when they also showed high empathy for Jamal (P=0.013). Gameplayers did not show greater empathy than text readers, and women in the text condition reported the greatest empathy for Jamal (P=0.008). However, high empathy only predicted lower levels of implicit bias among those who actively took Jamal's perspective through gameplay (P=0.014). A videogame in which players experience subtle race bias as a Black graduate student has the potential to reduce implicit bias, possibly because of a game's ability to foster empathy through active perspective taking.

  16. User and Task Analysis of the Flight Surgeon Console at the Mission Control Center of the NASA Johnson Space Center

    NASA Technical Reports Server (NTRS)

    Johnson, Kathy A.; Shek, Molly

    2003-01-01

    Astronauts in a space station are to some extent like patients in an intensive care unit (ICU). Medical support of a mission crew will require acquisition, transmission, distribution, integration, and archiving of significant amounts of data. These data are acquired by disparate systems and will require timely, reliable, and secure distribution to different communities for the execution of various tasks of space missions. The goal of the Comprehensive Medical Information System (CMIS) Project at Johnson Space Center Flight Medical Clinic is to integrate data from all Medical Operations sources, including the reference information sources and the electronic medical records of astronauts. A first step toward the full CMIS implementation is to integrate and organize the reference information sources and the electronic medical record with the Flight Surgeons console. In order to investigate this integration, we need to understand the usability problems of the Flight Surgeon's console in particular and medical information systems in general. One way to achieve this understanding is through the use of user and task analyses whose general purpose is to ensure that only the necessary and sufficient task features that match users capacities will be included in system implementations. The goal of this summer project was to conduct user and task analyses employing cognitive engineering techniques to analyze the task of the Flight Surgeons and Biomedical Engineers (BMEs) while they worked on Console. The techniques employed were user interviews, observations and a questionnaire to collect data for which a hierarchical task analysis and an information resource assessment were performed. They are described in more detail below. Finally, based on our analyses, we make recommendations for improvements to the support structure.

  17. Hazards/Failure Modes and Effects Analysis MK 1 MOD 0 LSO-HUD Console System.

    DTIC Science & Technology

    1980-03-24

    AsI~f~ ! 127 = 3gc Z Isre -0 -q ~sI I I 𔃻~~~ ~ _ _ 3_______ II! -0udC Z Z’ P4 12 d-U * ~s ’:i~i42 S- 60 -, Uh ~ U3l I OM -C ~ . - U 4~ dcd 8U-q Ali...8 VI SCOPE AND METHODOLOGY OF ANALYSIS ........ 1O FIGURE 1: H/ FMEA /(SSA) WORK SHEET FORMAT ........... 14 APPENDIX A: HAZARD/FAILURE MODES AND...EFFECTS ANALYSIS (H/ FMEA ) -- WORK SHEETS ......... 15(A-O) TABLE: SUBSYSTEM: UNIT I Heads-Up Display Console .............. 17(A-1) UNIT 2 Auxiliary

  18. Cultural adaptation to Brazilian Portuguese of the Face, Legs, Activity, Cry, Consolability revised (FLACCr) scale of pain assessment.

    PubMed

    Bussotti, Edna Aparecida; Guinsburg, Ruth; Pedreira, Mavilde da Luz Gonçalves

    2015-01-01

    to perform the translation into Brazilian Portuguese and cultural adaptation of the Face, Legs, Activity, Cry, Consolability revised (FLACCr) scale, with children under 18 years old, affected by cerebral palsy, presenting or not cognitive impairment and unable to report their pain. methodological development study of translation into Portuguese and cultural adaptation of the FLACCr. After approval by the ethics committee, the process aimed at translation and back-translation, evaluation of translation and back-translation using the Delphi technique and assessment of cultural equivalence. The process included the five categories of the scale and the four application instructions, considering levels of agreement equal to or greater than 80%. it was necessary three rounds of the Delphi technique to achieve consensus among experts. The agreement achieved for the five categories was: Face 95.5%, Legs 90%, Activity 94.4%, Cry 94.4% and Consolability 99.4%. The four instructions achieved the following consensus levels: 1st 99.1%, 2nd 99.2%, 3rd 99.1% and 4th 98.3%. the method enabled the translation and cultural adaptation of the FLACCr. This is a study able to expand the knowledge of Brazilian professionals on pain assessment in children with CP.

  19. A Data-Based Console Logger for Mission Operations Team Coordination

    NASA Technical Reports Server (NTRS)

    Thronesbery, Carroll; Malin, Jane T.; Jenks, Kenneth; Overland, David; Oliver, Patrick; Zhang, Jiajie; Gong, Yang; Zhang, Tao

    2005-01-01

    Concepts and prototypes1,2 are discussed for a data-based console logger (D-Logger) to meet new challenges for coordination among flight controllers arising from new exploration mission concepts. The challenges include communication delays, increased crew autonomy, multiple concurrent missions, reduced-size flight support teams that include multidisciplinary flight controllers during quiescent periods, and migrating some flight support activities to flight controller offices. A spiral development approach has been adopted, making simple, but useful functions available early and adding more extensive support later. Evaluations have guided the development of the D-Logger from the beginning and continue to provide valuable user influence about upcoming requirements. D-Logger is part of a suite of tools designed to support future operations personnel and crew. While these tools can be used independently, when used together, they provide yet another level of support by interacting with one another. Recommendations are offered for the development of similar projects.

  20. The Impact of a Videogame-Based Pilot Physical Activity Program in Older Adults with Schizophrenia on Subjectively and Objectively Measured Physical Activity.

    PubMed

    Leutwyler, Heather; Hubbard, Erin; Cooper, Bruce; Dowling, Glenna

    2015-01-01

    The purpose of this report is to describe the impact of a videogame-based pilot physical activity program using the Kinect for Xbox 360 game system (Microsoft, Redmond, WA, USA) on physical activity in older adults with schizophrenia. In this one group pre-test, post-test pilot study, 20 participants played an active videogame for 30 min, once a week for 6 weeks. Physical activity was measured by self-report with the Yale Physical Activity Survey and objectively with the Sensewear Pro armband at enrollment and at the end of the 6-week program. There was a significant increase in frequency of self-reported vigorous physical activity. We did not detect a statistically significant difference in objectively measured physical activity although increase in number of steps and sedentary activity were in the desired direction. These results suggest participants' perception of physical activity intensity differs from the intensity objectively captured with a valid and reliable physical activity monitor.

  1. Homogamy and Intermarriage of Japanese and Japanese Americans with Whites Surrounding World War II

    ERIC Educational Resources Information Center

    Ono, Hiromi; Berg, Justin

    2010-01-01

    Although some sociologists have suggested that Japanese Americans quickly assimilated into mainstream America, scholars of Japanese America have highlighted the heightened exclusion that the group experienced. This study tracked historical shifts in the exclusion level of Japanese and Japanese Americans in the United States surrounding World War…

  2. The Anglo-Japanese Alliance and Japanese Expansionism 1902-1923.

    DTIC Science & Technology

    1992-06-05

    Alienation 1919-1952. London: Cambridge University Press. 1982. • The Oriains of the Russo-Japanese War. London: Longman Group Limited. 1985. Nitobe ... Inazo . Bushido - The Soul of Japan. Tokyo: Tuttle. 1981. Okamoto, Shumpei. The Japan Oliaarchv and the Russo-Japanese War. New York: Columbia

  3. The feasibility and positive effects of a customised videogame rehabilitation programme for freezing of gait and falls in Parkinson's disease patients: a pilot study.

    PubMed

    Nuic, Dijana; Vinti, Maria; Karachi, Carine; Foulon, Pierre; Van Hamme, Angèle; Welter, Marie-Laure

    2018-04-10

    Freezing of gait and falls represent a major burden in patients with advanced forms of Parkinson's disease (PD). These axial motor signs are not fully alleviated by drug treatment or deep-brain stimulation. Recently, virtual reality has emerged as a rehabilitation option for these patients. In this pilot study, we aim to determine the feasibility and acceptability of rehabilitation with a customised videogame to treat gait and balance disorders in PD patients, and assess its effects on these disabling motor signs. We developed a customised videogame displayed on a screen using the Kinect system. To play, the patient had to perform large amplitude and fast movements of all four limbs, pelvis and trunk, in response to visual and auditory cueing, to displace an avatar to collect coins and avoid obstacles to gain points. We tested ten patients with advanced forms of PD (median disease duration = 16.5 years) suffering from freezing of gait and/or falls (Hoehn&Yahr score ≥ 3) resistant to antiparkinsonian treatment and deep brain stimulation. Patients performed 18 training sessions during a 6-9 week period. We measured the feasibility and acceptability of our rehabilitation programme and its effects on parkinsonian disability, gait and balance disorders (with clinical scales and kinematics recordings), positive and negative affects, and quality of life, after the 9th and 18th training sessions and 3 months later. All patients completed the 18 training sessions with high feasibility, acceptability and satisfaction scores. After training, the freezing-of-gait questionnaire, gait-and-balance scale and axial score significantly decreased by 39, 38 and 41%, respectively, and the activity-balance confidence scale increased by 35%. Kinematic gait parameters also significantly improved with increased step length and gait velocity and decreased double-stance time. Three months after the final session, no significant change persisted except decreased axial score and

  4. Maintained hand function and forearm bone health 14 months after an in-home virtual-reality videogame hand telerehabilitation intervention in an adolescent with hemiplegic cerebral palsy.

    PubMed

    Golomb, Meredith R; Warden, Stuart J; Fess, Elaine; Rabin, Bryan; Yonkman, Janell; Shirley, Bridget; Burdea, Grigore C

    2011-03-01

    Virtual reality videogames can be used to motivate rehabilitation, and telerehabilitation can be used to improve access to rehabilitation. These uses of technology to improve health outcomes are a burgeoning area of rehabilitation research. So far, there is a lack of reports of long-term outcomes of these types of interventions. The authors report a 15-year-old boy with hemiplegic cerebral palsy and epilepsy because of presumed perinatal stroke who improved his plegic hand function and increased his plegic forearm bone health during a 14-month virtual reality videogame hand telerehabilitation intervention. A total of 14 months after the intervention ended, repeat evaluation demonstrated maintenance of both increased hand function and forearm bone health. The implications of this work for the future of rehabilitation in children with neurological disabilities are discussed in this article.

  5. Technological Resources to Prevent Cyberbullying During Adolescence: The Cyberprogram 2.0 Program and the Cooperative Cybereduca 2.0 Videogame

    PubMed Central

    Garaigordobil, Maite; Martínez-Valderrey, Vanesa

    2018-01-01

    Bullying and cyberbullying have serious consequences for all those involved, especially the victims, and its prevalence is high throughout all the years of schooling, which emphasizes the importance of prevention. This article describes an intervention proposal, made up of a program (Cyberprogram 2.0 Garaigordobil and Martínez-Valderrey, 2014a) and a videogame (Cooperative Cybereduca 2.0 Garaigordobil and Martínez-Valderrey, 2016b) which aims to prevent and reduce cyberbullying during adolescence and which has been validated experimentally. The proposal has four objectives: (1) To know what bullying and cyberbullying are, to reflect on the people involved in these situations; (2) to become aware of the harm caused by such behaviors and the severe consequences for all involved; (3) to learn guidelines to prevent and deal with these situations: know what to do when one suffers this kind of violence or when observing that someone else is suffering it; and (4) to foster the development of social and emotional factors that inhibit violent behavior (e.g., communication, ethical-moral values, empathy, cooperation…). The proposal is structured around 25 activities to fulfill these goals and it ends with the videogame. The activities are carried out in the classroom, and the online video is the last activity, which represents the end of the intervention program. The videogame (www.cybereduca.com) is a trivial pursuit game with questions and answers related to bullying/cyberbullying. This cybernetic trivial pursuit is organized around a fantasy story, a comic that guides the game. The videogame contains 120 questions about 5 topics: cyberphenomena, computer technology and safety, cybersexuality, consequences of bullying/cyberbullying, and coping with bullying/cyberbullying. To evaluate the effectiveness of the intervention, a quasi-experimental design, with repeated pretest-posttest measures and control groups, was used. During the pretest and posttest stages, 8

  6. Technological Resources to Prevent Cyberbullying During Adolescence: The Cyberprogram 2.0 Program and the Cooperative Cybereduca 2.0 Videogame.

    PubMed

    Garaigordobil, Maite; Martínez-Valderrey, Vanesa

    2018-01-01

    Bullying and cyberbullying have serious consequences for all those involved, especially the victims, and its prevalence is high throughout all the years of schooling, which emphasizes the importance of prevention. This article describes an intervention proposal, made up of a program (Cyberprogram 2.0 Garaigordobil and Martínez-Valderrey, 2014a) and a videogame (Cooperative Cybereduca 2.0 Garaigordobil and Martínez-Valderrey, 2016b) which aims to prevent and reduce cyberbullying during adolescence and which has been validated experimentally. The proposal has four objectives: (1) To know what bullying and cyberbullying are, to reflect on the people involved in these situations; (2) to become aware of the harm caused by such behaviors and the severe consequences for all involved; (3) to learn guidelines to prevent and deal with these situations: know what to do when one suffers this kind of violence or when observing that someone else is suffering it; and (4) to foster the development of social and emotional factors that inhibit violent behavior (e.g., communication, ethical-moral values, empathy, cooperation…). The proposal is structured around 25 activities to fulfill these goals and it ends with the videogame. The activities are carried out in the classroom, and the online video is the last activity, which represents the end of the intervention program. The videogame (www.cybereduca.com) is a trivial pursuit game with questions and answers related to bullying/cyberbullying. This cybernetic trivial pursuit is organized around a fantasy story, a comic that guides the game. The videogame contains 120 questions about 5 topics: cyberphenomena, computer technology and safety, cybersexuality, consequences of bullying/cyberbullying, and coping with bullying/cyberbullying. To evaluate the effectiveness of the intervention, a quasi-experimental design, with repeated pretest-posttest measures and control groups, was used. During the pretest and posttest stages, 8

  7. A Conceptual Model of Cultural Predictors of Anxiety among Japanese American and Part-Japanese American Adolescents.

    ERIC Educational Resources Information Center

    Williams, John Kino Yamaguchi; Goebert, Deborah; Hishinuma, Earl; Miyamoto, Robin; Anzai, Neal; Izutsu, Satoru; Yanagida, Evelyn; Nishimura, Stephanie; Andrade, Naleen; Baker, F. M.

    2002-01-01

    Develops and assesses a model integrating Japanese ethnicity, cultural identity, and anxiety in Japanese American and part-Japanese American high school seniors. Japanese American adolescents scored higher on the scale and reported fewer anxiety symptoms than part-Japanese American adolescents. The model had a good overall fit, suggesting that…

  8. “Fair Play”: A Videogame Designed to Address Implicit Race Bias Through Active Perspective Taking

    PubMed Central

    Kaatz, Anna; Chu, Sarah; Ramirez, Dennis; Samson-Samuel, Clem; Carnes, Molly

    2014-01-01

    Abstract Objective: Having diverse faculty in academic health centers will help diversify the healthcare workforce and reduce health disparities. Implicit race bias is one factor that contributes to the underrepresentation of Black faculty. We designed the videogame “Fair Play” in which players assume the role of a Black graduate student named Jamal Davis. As Jamal, players experience subtle race bias while completing “quests” to obtain a science degree. We hypothesized that participants randomly assigned to play the game would have greater empathy for Jamal and lower implicit race bias than participants randomized to read narrative text describing Jamal's experience. Materials and Methods: University of Wisconsin–Madison graduate students were recruited via e-mail and randomly assigned to play “Fair Play” or read narrative text through an online link. Upon completion, participants took an Implicit Association Test to measure implicit bias and answered survey questions assessing empathy toward Jamal and awareness of bias. Results: As hypothesized, gameplayers showed the least implicit bias but only when they also showed high empathy for Jamal (P=0.013). Gameplayers did not show greater empathy than text readers, and women in the text condition reported the greatest empathy for Jamal (P=0.008). However, high empathy only predicted lower levels of implicit bias among those who actively took Jamal's perspective through gameplay (P=0.014). Conclusions: A videogame in which players experience subtle race bias as a Black graduate student has the potential to reduce implicit bias, possibly because of a game's ability to foster empathy through active perspective taking. PMID:26192644

  9. Statistical Machine Translation of Japanese

    DTIC Science & Technology

    2007-03-01

    hiragana and katakana) syllabaries…………………….. 20 3.2 Sample Japanese sentence showing kanji and kana……………………... 21 3.5 Japanese formality example...syllabary. 19 Figure 3.1. Japanese kana syllabaries, hiragana for native Japanese words, word endings, and particles, and katakana for foreign...Figure 3.2. Simple Japanese sentence showing the use of kanji, hiragana , and katakana. Kanji is used for nouns and verb, adjective, and

  10. Acculturation of Personality: A Three-Culture Study of Japanese, Japanese Americans, and European Americans.

    PubMed

    Güngör, Derya; Bornstein, Marc H; De Leersnyder, Jozefien; Cote, Linda; Ceulemans, Eva; Mesquita, Batja

    2013-07-01

    The present study tests the hypothesis that involvement with a new culture instigates changes in personality of immigrants that result in (a) better fit with the norms of the culture of destination and (b) reduced fit with the norms of the culture of origin. Participants were 40 Japanese first-generation immigrants to the United States, 57 Japanese monoculturals, and 60 U.S. monoculturals. All participants completed the Jackson Personality Inventory (JPI) as a measure of the Big Five; immigrants completed the Japanese American Acculturation Scale. Immigrants' fits with the cultures of destination and origin were calculated by correlating Japanese American mothers' patterns of ratings on the Big Five with the average patterns of ratings of European Americans and Japanese on the same personality dimensions. Japanese Americans became more "American" and less "Japanese" in their personality as they reported higher participation in the U.S. culture. The results support the view that personality can be subject to cultural influence.

  11. Americans and Japanese Nonverbal Communication. Linguistic Communications 15 (Papers in Japanese Linguistics 3).

    ERIC Educational Resources Information Center

    Taylor, Harvey M.

    Each culture has its own nonverbal as well as its verbal language. Movements, gestures and sounds have distinct and often conflicting interpretations in different countries. For Americans communicating with Japanese, misunderstandings are of two types: Japanese behavior which is completely new to the American, and Japanese behavior which is…

  12. Detraditionalisation: Japanese Students in the USA.

    ERIC Educational Resources Information Center

    Ueno, Junko

    2001-01-01

    Focuses on the identity formation of Japanese students temporarily living in the United States. The students were enrolled in Japanese Saturday school and in American public schools. Student interviews reveal a mixture of Japanese and American characteristics. Suggests Japanese students do not reject either culture--Japanese or American--but that…

  13. Maintained Hand Function and Forearm Bone Health 14 Months After an In-Home Virtual-Reality Videogame Hand Telerehabilitation Intervention in an Adolescent With Hemiplegic Cerebral Palsy

    PubMed Central

    Golomb, Meredith R.; Warden, Stuart J.; Fess, Elaine; Rabin, Bryan; Yonkman, Janell; Shirley, Bridget; Burdea, Grigore C.

    2015-01-01

    Virtual reality videogames can be used to motivate rehabilitation, and telerehabilitation can be used to improve access to rehabilitation. These uses of technology to improve health outcomes are a burgeoning area of rehabilitation research. So far, there is a lack of reports of long-term outcomes of these types of interventions. The authors report a 15-year-old boy with hemiplegic cerebral palsy and epilepsy because of presumed perinatal stroke who improved his plegic hand function and increased his plegic forearm bone health during a 14-month virtual reality videogame hand telerehabilitation intervention. A total of 14 months after the intervention ended, repeat evaluation demonstrated maintenance of both increased hand function and forearm bone health. The implications of this work for the future of rehabilitation in children with neurological disabilities are discussed in this article. PMID:21383228

  14. Japanese-English language equivalence of the Cognitive Abilities Screening Instrument among Japanese-Americans.

    PubMed

    Gibbons, Laura E; McCurry, Susan; Rhoads, Kristoffer; Masaki, Kamal; White, Lon; Borenstein, Amy R; Larson, Eric B; Crane, Paul K

    2009-02-01

    The Cognitive Abilities Screening Instrument (CASI) was designed for use in cross-cultural studies of Japanese and Japanese-American elderly in Japan and the U.S.A. The measurement equivalence in Japanese and English had not been confirmed in prior studies. We analyzed the 40 CASI items for differential item functioning (DIF) related to test language, as well as self-reported proficiency with written Japanese, age, and educational attainment in two large epidemiologic studies of Japanese-American elderly: the Kame Project (n=1708) and the Honolulu-Asia Aging Study (HAAS; n = 3148). DIF was present if the demographic groups differed in the probability of success on an item, after controlling for their underlying cognitive functioning ability. While seven CASI items had DIF related to language of testing in Kame (registration of one item; recall of one item; similes; judgment; repeating a phrase; reading and performing a command; and following a three-step instruction), the impact of DIF on participants' scores was minimal. Mean scores for Japanese and English speakers in Kame changed by <0.1 SD after accounting for DIF related to test language. In HAAS, insufficient numbers of participants were tested in Japanese to assess DIF related to test language. In both studies, DIF related to written Japanese proficiency, age, and educational attainment had minimal impact. To the extent that DIF could be assessed, the CASI appeared to meet the goal of measuring cognitive function equivalently in Japanese and English. Stratified data collection would be needed to confirm this conclusion. DIF assessment should be used in other studies with multiple language groups to confirm that measures function equivalently or, if not, form scores that account for DIF.

  15. [Internet and videogame addiction: a review].

    PubMed

    Abreu, Cristiano Nabuco de; Karam, Rafael Gomes; Góes, Dora Sampaio; Spritzer, Daniel Tornaim

    2008-06-01

    With the introduction of the new technologies to our daily lives, the Internet and electronic games have become widely and unrestrictedly used tools and one of the major global phenomena in the last decade. Several investigations have attested the benefits from such resources; however, their healthy, adaptive use progressively gave place to their abuse and the lack of control, which have severely impacted on the daily life of millions of users. The objective of this study was to systematically review the articles looking into Internet and electronic games addiction in the general population. We intend, therefore, to evaluate the progression of these concepts in the course of the last decade, as well as contributing to better understand this condition and its comorbidities. A systematic literature review was conducted by means of MedLine, Lilacs, SciELO, and Cochrane using the following terms as a parameter: "Internet addiction", "pathological internet use", "internet abuse", "videogame" , "computer games" and "electronic games". The electronic search was done up to December 2007. Studies conducted in distinct countries still indicate very different prevalence rates; this is probably due to the absence of consensus and the use of diverse names, which brings about the adoption of distinct diagnostic criteria. Many patients reporting abusive use and dependence show significant consequences to their professional, academic (school), social and family lives. Further investigations are needed to determine whether this abusive Internet and electronic game use should be understood as one of the newest psychiatric classifications of the 21st century or just substrates of other disorders.

  16. Recording and podcasting of lectures for students of medical school.

    PubMed

    Brunet, Pierre; Cuggia, Marc; Le Beux, Pierre

    2011-01-01

    Information and communication technology (ICT) becomes an important way for the knowledge transmission, especially in the field of medicine. Podcasting (mobile broadcast content) has recently emerged as an efficient tool for distributing information towards professionals, especially for e-learning contents.The goal of this work is to implement software and hardware tools for collecting medical lectures at its source by direct recording (halls and classrooms) and provide the automatic delivery of these resources for students on different type of devices (computer, smartphone or videogames console). We describe the overall architecture and the methods used by medical students to master this technology in their daily activities. We highlight the benefits and the limits of the Podcast technologies for medical education.

  17. Gaming across different consoles: exploring the influence of control scheme on game-player enjoyment.

    PubMed

    Limperos, Anthony M; Schmierbach, Michael G; Kegerise, Andrew D; Dardis, Frank E

    2011-06-01

    Many studies have investigated how different technological features impact the experience of playing video games, yet few have focused on how control schemes may affect the play experience. This research employed a between-subjects design to explore the relationship between the type of console played (Nintendo Wii, Playstation 2) and feelings of flow and enjoyment during the game-play experience. Results indicated that participants reported greater feelings of control and enjoyment with a traditional control scheme (Playstation 2) than with the more technologically advanced control scheme (Nintendo Wii). Further mediation analysis showed that enjoyment was driven by the sense of control that participants experienced and not simply by whether they won the game. Theoretical and practical implications are discussed.

  18. Computation of leading edge film cooling from a CONSOLE geometry (CONverging Slot hOLE)

    NASA Astrophysics Data System (ADS)

    Guelailia, A.; Khorsi, A.; Hamidou, M. K.

    2016-01-01

    The aim of this study is to investigate the effect of mass flow rate on film cooling effectiveness and heat transfer over a gas turbine rotor blade with three staggered rows of shower-head holes which are inclined at 30° to the spanwise direction, and are normal to the streamwise direction on the blade. To improve film cooling effectiveness, the standard cylindrical holes, located on the leading edge region, are replaced with the converging slot holes (console). The ANSYS CFX has been used for this computational simulation. The turbulence is approximated by a k-ɛ model. Detailed film effectiveness distributions are presented for different mass flow rate. The numerical results are compared with experimental data.

  19. Japanese Encephalitis: Frequently Asked Questions

    MedlinePlus

    ... the vaccine, what should I do? What is Japanese encephalitis? Japanese encephalitis (JE) is a potentially severe ... cause inflammation of the brain (encephalitis). Where does Japanese encephalitis occur? JE occurs in Asia and parts ...

  20. Developing a Serious Videogame for Preteens to Motivate HPV Vaccination Decision Making: Land of Secret Gardens.

    PubMed

    Cates, Joan R; Fuemmeler, Bernard F; Diehl, Sandra J; Stockton, Laurie L; Porter, Jeannette; Ihekweazu, Chioma; Gurbani, Arshya S; Coyne-Beasley, Tamera

    2018-02-01

    Vaccination against human papillomavirus (HPV) is routinely recommended for ages 11-12, yet in 2016 only 49.5% of women and 37.5% of men had completed the three-dose series in the United States. Offering information and cues to action through a serious videogame for preteens may foster HPV vaccination awareness, information seeking, and communication. An iterative process was used to develop an interactive videogame, Land of Secret Gardens. Three focus groups were conducted with 16 boys and girls, ages 11-12, for input on game design, acceptability, and functioning. Two parallel focus groups explored parents' (n = 9) perspectives on the game concept. Three researchers identified key themes. Preteens wanted a game that is both entertaining and instructional. Some parents were skeptical that games could be motivational. A back-story about a secret garden was developed as a metaphor for a preteen's body and keeping it healthy. The goal is to plant a lush secret garden and protect the seedlings by treating them with a potion when they sprout to keep them healthy as they mature. Points to buy seeds and create the potion are earned by playing mini-games. Throughout play, players are exposed to messaging about HPV and the benefits of the vaccine. Both boys and girls liked the garden concept and getting facts about HPV. Parents were encouraged to discuss the game with their preteens. Within a larger communication strategy, serious games could be useful for engaging preteens in health decision making about HPV vaccination.

  1. Exercise videogames for physical activity and fitness: Design and rationale of the Wii Heart Fitness trial.

    PubMed

    Bock, Beth C; Thind, Herpreet; Dunsiger, Shira I; Serber, Eva R; Ciccolo, Joseph T; Cobb, Victoria; Palmer, Kathy; Abernathy, Sean; Marcus, Bess H

    2015-05-01

    Despite numerous health benefits, less than half of American adults engage in regular physical activity. Exercise videogames (EVG) may be a practical and attractive alternative to traditional forms of exercise. However there is insufficient research to determine whether EVG play alone is sufficient to produce prolonged engagement in physical activity or improvements in cardiovascular fitness and overall health risk. The goal of the present study is to test the efficacy of exercise videogames to increase time spent in moderate to vigorous physical activity (MVPA) and to improve cardiovascular risk indices among adults. Wii Heart Fitness is a rigorous 3-arm randomized controlled trial with adults comparing three 12-week programs: (1) supervised EVGs, (2) supervised standard exercise, and (3) a control condition. Heart rate is monitored continuously throughout all exercise sessions. Assessments are conducted at baseline, end of intervention (week 12), 6 and 9 months. The primary outcome is time spent in MVPA physical activity. Secondary outcomes include changes in cardiovascular fitness, body composition, blood lipid profiles and maintenance of physical activity through six months post-treatment. Changes in cognitive and affective constructs derived from Self Determination and Social Cognitive Theories will be examined to explain the differential outcomes between the two active treatment conditions. The Wii Heart Fitness study is designed to test whether regular participation in EVGs can be an adequate source of physical activity for adults. This study will produce new data on the effect of EVGs on cardiovascular fitness indices and prolonged engagement with physical activity. Copyright © 2015 Elsevier Inc. All rights reserved.

  2. So the Kids Are Busy, What Now? Teacher Perceptions of the Use of Hand-Held Game Consoles in West Australian Primary Classrooms

    ERIC Educational Resources Information Center

    O'Rourke, John; Main, Susan; Ellis, Michelle

    2013-01-01

    Games technology in the form of hand-held game consoles (HGCs) when focussed on specific academic skill development has the capacity to engage students in learning and in turn produce positive academic results. This current research explores teacher perceptions of the implementation of HGCs to enhance the development of mental maths skills (namely…

  3. Acculturation of Personality: A Three-Culture Study of Japanese, Japanese Americans, and European Americans

    PubMed Central

    Güngör, Derya; Bornstein, Marc H.; De Leersnyder, Jozefien; Cote, Linda; Ceulemans, Eva; Mesquita, Batja

    2013-01-01

    The present study tests the hypothesis that involvement with a new culture instigates changes in personality of immigrants that result in (a) better fit with the norms of the culture of destination and (b) reduced fit with the norms of the culture of origin. Participants were 40 Japanese first-generation immigrants to the United States, 57 Japanese monoculturals, and 60 U.S. monoculturals. All participants completed the Jackson Personality Inventory (JPI) as a measure of the Big Five; immigrants completed the Japanese American Acculturation Scale. Immigrants’ fits with the cultures of destination and origin were calculated by correlating Japanese American mothers’ patterns of ratings on the Big Five with the average patterns of ratings of European Americans and Japanese on the same personality dimensions. Japanese Americans became more “American” and less “Japanese” in their personality as they reported higher participation in the U.S. culture. The results support the view that personality can be subject to cultural influence. PMID:23935211

  4. Development of a Software Tool to Automate ADCO Flight Controller Console Planning Tasks

    NASA Technical Reports Server (NTRS)

    Anderson, Mark G.

    2011-01-01

    This independent study project covers the development of the International Space Station (ISS) Attitude Determination and Control Officer (ADCO) Planning Exchange APEX Tool. The primary goal of the tool is to streamline existing manual and time-intensive planning tools into a more automated, user-friendly application that interfaces with existing products and allows the ADCO to produce accurate products and timelines more effectively. This paper will survey the current ISS attitude planning process and its associated requirements, goals, documentation and software tools and how a software tool could simplify and automate many of the planning actions which occur at the ADCO console. The project will be covered from inception through the initial prototype delivery in November 2011 and will include development of design requirements and software as well as design verification and testing.

  5. Homogamy and Intermarriage of Japanese and Japanese Americans With Whites Surrounding World War II.

    PubMed

    Ono, Hiromi; Berg, Justin

    2010-10-01

    Although some sociologists have suggested that Japanese Americans quickly assimilated into mainstream America, scholars of Japanese America have highlighted the heightened exclusion that the group experienced. This study tracked historical shifts in the exclusion level of Japanese and Japanese Americans in the United States surrounding World War II with homogamy and intermarriage with Whites for the prewar (1930-1940) and resettlement (1946-1966) marriage cohorts. The authors applied log-linear models to census microsamples (N = 1,590,416) to estimate the odds ratios of homogamy versus intermarriage. The unadjusted odds ratios of Japanese Americans declined between cohorts and appeared to be consistent with the assimilation hypothesis. Once compositional influences and educational pairing patterns were adjusted, however, the odds ratios increased and supported the heightened exclusion hypothesis.

  6. Trust in One’s Physician: The Role of Ethnic Match, Autonomy, Acculturation, and Religiosity Among Japanese and Japanese Americans

    PubMed Central

    Tarn, Derjung M.; Meredith, Lisa S.; Kagawa-Singer, Marjorie; Matsumura, Shinji; Bito, Seiji; Oye, Robert K.; Liu, Honghu; Kahn, Katherine L.; Fukuhara, Shunichi; Wenger, Neil S.

    2005-01-01

    PURPOSE Trust is a cornerstone of the physician-patient relationship. We investigated the relation of patient characteristics, religiosity, acculturation, physician ethnicity, and insurance-mandated physician change to levels of trust in Japanese American and Japanese patients. METHODS A self-administered, cross-sectional questionnaire in English and Japanese (completed in the language of their choice) was given to community-based samples of 539 English-speaking Japanese Americans, 340 Japanese-speaking Japanese Americans, and 304 Japanese living in Japan. RESULTS Eighty-seven percent of English-speaking Japanese Americans, 93% of Japanese-speaking Japanese Americans, and 58% of Japanese living in Japan responded to trust items and reported mean trust scores of 83, 80, and 68, respectively, on a scale ranging from 0 to 100. In multivariate analyses, English-speaking and Japanese-speaking Japanese American respondents reported more trust than Japanese respondents living in Japan (P values <.001). Greater religiosity (P <.001), less desire for autonomy (P <.001), and physician-patient relationships of longer duration (P <.001) were related to increased trust. Among Japanese Americans, more acculturated respondents reported more trust (P <.001), and Japanese physicians were trusted more than physicians of another ethnicity. Among respondents prompted to change physicians because of insurance coverage, the 48% who did not want to switch reported less trust in their current physician than in their former physician (mean score of 82 vs 89, P <.001). CONCLUSIONS Religiosity, autonomy preference, and acculturation were strongly related to trust in one’s physician among the Japanese American and Japanese samples studied and may provide avenues to enhance the physician-patient relationship. The strong relationship of trust with patient-physician ethnic match and the loss of trust when patients, in retrospect, report leaving a preferred physician suggest unintended

  7. Adolescents' perceptions of flavored tobacco products, including E-cigarettes: A qualitative study to inform FDA tobacco education efforts through videogames.

    PubMed

    Camenga, D R; Fiellin, L E; Pendergrass, T; Miller, Erica; Pentz, M A; Hieftje, K

    2018-07-01

    Flavored tobacco products have been shown to appeal to youth, however tobacco control strategies have traditionally not focused on these products. To inform the adaptation of an existing videogame to focus on the prevention of flavored tobacco product use, this study explored adolescents' perceptions, beliefs, and social norms surrounding these products, including flavored e-cigarettes. We conducted and analyzed transcripts from seven focus groups with 11-17-year-old adolescents (n = 33) from after-school programs in CT and CA in 2016. Participants discussed flavored tobacco product beliefs and experiences, and how these compared to traditional cigarettes. Thematic analysis of transcripts revealed that participants could name flavors in tobacco products, even though few discussed first-hand experience with the products. Most groups perceived that flavored tobacco product and flavored e-cigarette use facilitated peer approval and acceptance. All groups discussed how youth could easily access flavored tobacco products, including e-cigarettes. Flavoring was a salient aspect of e-cigarette advertisements; however the groups did not recall exposure to other types of flavored tobacco product counter-marketing. These data can help inform the development of tobacco control strategies, novel interventions (such as videogames), and future FDA efforts to prevent adolescent tobacco product use through education and risk communication. Copyright © 2018. Published by Elsevier Ltd.

  8. The modern Japanese color lexicon.

    PubMed

    Kuriki, Ichiro; Lange, Ryan; Muto, Yumiko; Brown, Angela M; Fukuda, Kazuho; Tokunaga, Rumi; Lindsey, Delwin T; Uchikawa, Keiji; Shioiri, Satoshi

    2017-03-01

    Despite numerous prior studies, important questions about the Japanese color lexicon persist, particularly about the number of Japanese basic color terms and their deployment across color space. Here, 57 native Japanese speakers provided monolexemic terms for 320 chromatic and 10 achromatic Munsell color samples. Through k-means cluster analysis we revealed 16 statistically distinct Japanese chromatic categories. These included eight chromatic basic color terms (aka/red, ki/yellow, midori/green, ao/blue, pink, orange, cha/brown, and murasaki/purple) plus eight additional terms: mizu ("water")/light blue, hada ("skin tone")/peach, kon ("indigo")/dark blue, matcha ("green tea")/yellow-green, enji/maroon, oudo ("sand or mud")/mustard, yamabuki ("globeflower")/gold, and cream. Of these additional terms, mizu was used by 98% of informants, and emerged as a strong candidate for a 12th Japanese basic color term. Japanese and American English color-naming systems were broadly similar, except for color categories in one language (mizu, kon, teal, lavender, magenta, lime) that had no equivalent in the other. Our analysis revealed two statistically distinct Japanese motifs (or color-naming systems), which differed mainly in the extension of mizu across our color palette. Comparison of the present data with an earlier study by Uchikawa & Boynton (1987) suggests that some changes in the Japanese color lexicon have occurred over the last 30 years.

  9. Homogamy and Intermarriage of Japanese and Japanese Americans With Whites Surrounding World War II

    PubMed Central

    Ono, Hiromi; Berg, Justin

    2010-01-01

    Although some sociologists have suggested that Japanese Americans quickly assimilated into mainstream America, scholars of Japanese America have highlighted the heightened exclusion that the group experienced. This study tracked historical shifts in the exclusion level of Japanese and Japanese Americans in the United States surrounding World War II with homogamy and intermarriage with Whites for the prewar (1930–1940) and resettlement (1946–1966) marriage cohorts. The authors applied log-linear models to census microsamples (N = 1,590,416) to estimate the odds ratios of homogamy versus intermarriage. The unadjusted odds ratios of Japanese Americans declined between cohorts and appeared to be consistent with the assimilation hypothesis. Once compositional influences and educational pairing patterns were adjusted, however, the odds ratios increased and supported the heightened exclusion hypothesis. PMID:21116449

  10. A Virtual Object-Location Task for Children: Gender and Videogame Experience Influence Navigation; Age Impacts Memory and Completion Time.

    PubMed

    Rodriguez-Andres, David; Mendez-Lopez, Magdalena; Juan, M-Carmen; Perez-Hernandez, Elena

    2018-01-01

    The use of virtual reality-based tasks for studying memory has increased considerably. Most of the studies that have looked at child population factors that influence performance on such tasks have been focused on cognitive variables. However, little attention has been paid to the impact of non-cognitive skills. In the present paper, we tested 52 typically-developing children aged 5-12 years in a virtual object-location task. The task assessed their spatial short-term memory for the location of three objects in a virtual city. The virtual task environment was presented using a 3D application consisting of a 120″ stereoscopic screen and a gamepad interface. Measures of learning and displacement indicators in the virtual environment, 3D perception, satisfaction, and usability were obtained. We assessed the children's videogame experience, their visuospatial span, their ability to build blocks, and emotional and behavioral outcomes. The results indicate that learning improved with age. Significant effects on the speed of navigation were found favoring boys and those more experienced with videogames. Visuospatial skills correlated mainly with ability to recall object positions, but the correlation was weak. Longer paths were related with higher scores of withdrawal behavior, attention problems, and a lower visuospatial span. Aggressiveness and experience with the device used for interaction were related with faster navigation. However, the correlations indicated only weak associations among these variables.

  11. A Virtual Object-Location Task for Children: Gender and Videogame Experience Influence Navigation; Age Impacts Memory and Completion Time

    PubMed Central

    Rodriguez-Andres, David; Mendez-Lopez, Magdalena; Juan, M.-Carmen; Perez-Hernandez, Elena

    2018-01-01

    The use of virtual reality-based tasks for studying memory has increased considerably. Most of the studies that have looked at child population factors that influence performance on such tasks have been focused on cognitive variables. However, little attention has been paid to the impact of non-cognitive skills. In the present paper, we tested 52 typically-developing children aged 5–12 years in a virtual object-location task. The task assessed their spatial short-term memory for the location of three objects in a virtual city. The virtual task environment was presented using a 3D application consisting of a 120″ stereoscopic screen and a gamepad interface. Measures of learning and displacement indicators in the virtual environment, 3D perception, satisfaction, and usability were obtained. We assessed the children’s videogame experience, their visuospatial span, their ability to build blocks, and emotional and behavioral outcomes. The results indicate that learning improved with age. Significant effects on the speed of navigation were found favoring boys and those more experienced with videogames. Visuospatial skills correlated mainly with ability to recall object positions, but the correlation was weak. Longer paths were related with higher scores of withdrawal behavior, attention problems, and a lower visuospatial span. Aggressiveness and experience with the device used for interaction were related with faster navigation. However, the correlations indicated only weak associations among these variables. PMID:29674988

  12. Acute effects of violent video-game playing on blood pressure and appetite perception in normal-weight young men: a randomized controlled trial.

    PubMed

    Siervo, M; Sabatini, S; Fewtrell, M S; Wells, J C K

    2013-12-01

    Watching television and playing video game being seated represent sedentary behaviours and increase the risk of weight gain and hypertension. We investigated the acute effects of violent and non-violent video-game playing on blood pressure (BP), appetite perception and food preferences. Forty-eight young, normal-weight men (age: 23.1±1.9 years; body mass index: 22.5±1.9 kg/m(2)) participated in a three-arm, randomized trial. Subjects played a violent video game, a competitive, non-violent video game or watched TV for 1 h. Measurements of BP, stress and appetite perception were recorded before a standardized meal (∼300 kcal) and then repeated every 15 min throughout the intervention. Violent video-game playing was associated with a significant increase in diastolic BP (Δ±s.d.=+7.5±5.8 mm Hg; P=0.04) compared with the other two groups. Subjects playing violent video games felt less full (P=0.02) and reported a tendency towards sweet food consumption. Video games involving violence appear to be associated with significant effects on BP and appetite perceptions compared with non-violent gaming or watching TV.

  13. Preliminary evaluation of a commercially available videogame system as an adjunct therapeutic intervention for improving balance among children and adolescents with lower limb amputations.

    PubMed

    Andrysek, Jan; Klejman, Susan; Steinnagel, Bryan; Torres-Moreno, Ricardo; Zabjek, Karl F; Salbach, Nancy M; Moody, Kim

    2012-02-01

    To examine the safety, feasibility, and balance performance effects of a 4-week home-based balance therapy program using a commercially available videogame system. A pilot study involving a preintervention and postintervention design was conducted with measurements taken at baseline, immediately postintervention (week 5), and at follow-up (week 13) for retention. University hospital outpatient clinic and participants' places of residence. Children and adolescents with unilateral lower limb amputation (n=6; 3 transfemoral [TF] and 3 Van Ness) and age-matched, typically developing individuals (n=10) for baseline comparison. Two videogames involving weight shifting in standing were each played at home for 20 min/d, 4d/wk for a period of 4 weeks. A physical therapist provided initial instruction and monitoring. Postural control characteristics using center of pressure (COP) displacements during quiet standing; functional balance using the Community Balance and Mobility Scale (CB&M); and compliance, safety, and feasibility using custom questionnaires. Average playing times for the first 3 weeks ranged from 16.0 to 21.1 minutes for the 2 games. At baseline, the children and adolescents with TF amputation had substantially greater COP displacements than the Van Ness group and typically developing children and adolescents. Immediately postintervention, the COP displacements decreased in the TF amputees, resulting in values that were closer to those of the typically developing children. The average increase in CB&M score from baseline to follow-up was 6 points across participants. In-home, videogame-based balance training therapies can achieve excellent compliance in children and adolescents with lower limb amputation. With proper instructions and monitoring, the therapeutic intervention can be safely administered. Some improvements in postural control characteristics were seen in children and adolescents with balance deficits immediately postintervention, but long

  14. Cultural Competence in Business Japanese.

    ERIC Educational Resources Information Center

    Koike, Shohei

    Cultural competence in business Japanese requires more than superficial knowledge of business etiquette. One must truly understand why Japanese people think and act differently from their American counterparts. For example, instruction in the use of Japanese taxis must be accompanied by instruction in the concept and implications of seating order…

  15. Videogame-based group therapy to improve self-awareness and social skills after traumatic brain injury.

    PubMed

    Llorens, Roberto; Noé, Enrique; Ferri, Joan; Alcañiz, Mariano

    2015-04-11

    This study determines the feasibility of different approaches to integrative videogame-based group therapy for improving self-awareness, social skills, and behaviors among traumatic brain injury (TBI) victims and retrieves participant feedback. Forty-two adult TBI survivors were included in a longitudinal study with a pre- and post-assessments. The experimental intervention involved weekly one-hour sessions conducted over six months. Participants were assessed using the Self-Awareness Deficits Interview (SADI), Patient Competency Rating Scale (PCRS), the Social Skills Scale (SSS), the Frontal Systems Behavior Scale (FrSBe), the System Usability Scale (SUS). Pearson's chi-squared test (χ (2)) was applied to determine the percentage of participants who had changed their clinical classification in these tests. Feedback of the intervention was collected through the Intrinsic Motivation Inventory (IMI). SADI results showed an improvement in participant perceptions of deficits (χ (2) = 5.25, p < 0.05), of their implications (χ (2) = 4.71, p < 0.05), and of long-term planning (χ (2) = 7.86, p < 0.01). PCRS results confirm these findings (χ (2) = 5.79, p < 0.05). SSS results were also positive with respect to social skills outcomes (χ (2) = 17.52, p < 0.01), and FrSBe results showed behavioral improvements (χ (2) = 34.12, p < 0.01). Participants deemed the system accessible (80.43 ± 8.01 out of 100) and regarded the intervention as interesting and useful (5.74 ± 0.69 out of 7). Integrative videogame-based group therapy can improve self-awareness, social skills, and behaviors among individuals with chronic TBI, and the approach is considered effective and motivating.

  16. Effects of Home Access to Active Videogames on Child Self-Esteem, Enjoyment of Physical Activity, and Anxiety Related to Electronic Games: Results from a Randomized Controlled Trial.

    PubMed

    Abbott, Rebecca A; Smith, Anne J; Howie, Erin K; Pollock, Clare; Straker, Leon

    2014-08-01

    Active-input videogames could provide a useful conduit for increasing physical activity by improving a child's self-confidence, physical activity enjoyment, and reducing anxiety. Therefore this study evaluated the impact of (a) the removal of home access to traditional electronic games or (b) their replacement with active-input videogames, on child self-perception, enjoyment of physical activity, and electronic game use anxiety. This was a crossover, randomized controlled trial, conducted over a 6-month period in participants' family homes in metropolitan Perth, Australia, from 2007 to 2010. Children 10-12 years old were recruited through school and community media. Of 210 children who were eligible, 74 met inclusion criteria, and 8 withdrew, leaving 66 children (33 girls) for analysis. A counterbalanced randomized order of three conditions sustained for 8 weeks each: No home access to electronic games, home access to traditional electronic games, and home access to active-input electronic games. Perception of self-esteem (Harter's Self Perception Profile for Children), enjoyment of physical activity (Physical Activity Enjoyment Scale questionnaire), and anxiety toward electronic game use (modified Loyd and Gressard Computer Anxiety Subscale) were assessed. Compared with home access to traditional electronic games, neither removal of all electronic games nor replacement with active-input games resulted in any significant change to child self-esteem, enjoyment of physical activity, or anxiety related to electronic games. Although active-input videogames have been shown to be enjoyable in the short term, their ability to impact on psychological outcomes is yet to be established.

  17. Statistics in Japanese universities.

    PubMed Central

    Ito, P K

    1979-01-01

    The teaching of statistics in the U.S. and Japanese universities is briefly reviewed. It is found that H. Hotelling's articles and subsequent relevant publications on the teaching of statistics have contributed to a considerable extent to the establishment of excellent departments of statistics in U.S. universities and colleges. Today the U.S. may be proud of many well-staffed and well-organized departments of theoretical and applied statistics with excellent undergraduate and graduate programs. On the contrary, no Japanese universities have an independent department of statistics at present, and the teaching of statistics has been spread among a heterogeneous group of departments of application. This was mainly due to the Japanese government regulation concerning the establishment of a university. However, it has recently been revised so that an independent department of statistics may be started in a Japanese university with undergraduate and graduate programs. It is hoped that discussions will be started among those concerned on the question of organization of the teaching of statistics in Japanese universities as soon as possible. PMID:396154

  18. Basic English Writers' Japanese-English Wordbook.

    ERIC Educational Resources Information Center

    Daniels, F. J.

    The author of this Japanese-English wordbook suggests that it may be used by Japanese writers of English, by those translating from Japanese into English, and by learners of Japanese, in addition to its main intended uses as an aid to the preparation of teaching material and as a work of reference for teachers. A translator will need to supplement…

  19. Japanese Nationalism

    DTIC Science & Technology

    1989-06-01

    United States. The chief function of this principle is to cut--it separates all things. It classifies everything into black and white, good and bad . The...content included articles on masturbation , petting, and 99 intercourse. One of Japan’s all time best selling books in recent years, Totto-chan, is a...to the th: every Japanese will be judged by whether he celebrates this or not. That is how people will be determined to be good Japanese or bad 112

  20. [The alteration of Japanese anatomical terminology in the early Showa period and the Japanese language reform campaign].

    PubMed

    Sawai, Tadashi; Sakai, Tatsuo

    2010-03-01

    In the second decade of the Showa period, great changes were made in the Japanese anatomical terms. It has been proposed that the presentation of JNA (Jenaer nomina anatomica) was one of the factors leading to the change. The Japanese language reform campaign, however, played an important role. The party kokugoaigo doumei and its successor kokugo kyokai required concise and unified technical terms. The anatomical nomenclature committee of the Japanese Association of Anatomists worked to satisfy this requirement. The committee consulted with nomenclature committees of other medical associations and took account of their opinions. The anatomical nomenclature committee abandoned the literal translation from Latin to Japanese and shaped a succinct Japanese terminology. Modern Japanese anatomical terms are based on this terminology.

  1. Health effects of media on children and adolescents.

    PubMed

    Strasburger, Victor C; Jordan, Amy B; Donnerstein, Ed

    2010-04-01

    Youth spend an average of >7 hours/day using media, and the vast majority of them have access to a bedroom television, computer, the Internet, a video-game console, and a cell phone. In this article we review the most recent research on the effects of media on the health and well-being of children and adolescents. Studies have shown that media can provide information about safe health practices and can foster social connectedness. However, recent evidence raises concerns about media's effects on aggression, sexual behavior, substance use, disordered eating, and academic difficulties. We provide recommendations for parents, practitioners, the media, and policy makers, among others, for ways to increase the benefits and reduce the harm that media can have for the developing child and for adolescents.

  2. Compliment Responses: Comparing American Learners of Japanese, Native Japanese Speakers, and American Native English Speakers

    ERIC Educational Resources Information Center

    Tatsumi, Naofumi

    2012-01-01

    Previous research shows that American learners of Japanese (AJs) tend to differ from native Japanese speakers in their compliment responses (CRs). Yokota (1986) and Shimizu (2009) have reported that AJs tend to respond more negatively than native Japanese speakers. It has also been reported that AJs' CRs tend to lack the use of avoidance or…

  3. United States Adolescents' Television, Computer, Videogame, Smartphone, and Tablet Use: Associations with Sugary Drinks, Sleep, Physical Activity, and Obesity.

    PubMed

    Kenney, Erica L; Gortmaker, Steven L

    2017-03-01

    To quantify the relationships between youth use of television (TV) and other screen devices, including smartphones and tablets, and obesity risk factors. TV and other screen device use, including smartphones, tablets, computers, and/or videogames, was self-reported by a nationally representative, cross-sectional sample of 24 800 US high school students (2013-2015 Youth Risk Behavior Surveys). Students also reported on health behaviors including sugar-sweetened beverage (SSB) intake, physical activity, sleep, and weight and height. Sex-stratified logistic regression models, adjusting for the sampling design, estimated associations between TV and other screen device use and SSB intake, physical activity, sleep, and obesity. Approximately 20% of participants used other screen devices for ≥5 hours daily. Watching TV ≥5 hours daily was associated with daily SSB consumption (aOR = 2.72, 95% CI: 2.23, 3.32) and obesity (aOR = 1.78, 95% CI: 1.40, 2.27). Using other screen devices ≥5 hours daily was associated with daily SSB consumption (aOR = 1.98, 95% CI: 1.69, 2.32), inadequate physical activity (aOR = 1.94, 95% CI: 1.69, 2.25), and inadequate sleep (aOR = 1.79, 95% CI: 1.54, 2.08). Using smartphones, tablets, computers, and videogames is associated with several obesity risk factors. Although further study is needed, families should be encouraged to limit both TV viewing and newer screen devices. Copyright © 2016 Elsevier Inc. All rights reserved.

  4. Japanese American Identity Dilemma.

    ERIC Educational Resources Information Center

    Maykovich, Minako K.

    The major theme of this book is the label "Quiet American" for the Japanese American. In order to locate Japanese Americans sociologically and psychologically in the structure of American society, various concepts such as "marginal man,""alienation," and "inauthenticity" are examined, specifying these…

  5. Fitness Assessment Comparison Between the "Jackie Chan Action Run" Videogame, 1-Mile Run/Walk, and the PACER.

    PubMed

    Haddock, Bryan; Siegel, Shannon; Costa, Pablo; Jarvis, Sarah; Klug, Nicholas; Medina, Ernie; Wilkin, Linda

    2012-06-01

    The purpose of this study was to examine whether a correlation existed among the scores of the "Jackie Chan Studio Fitness(™) Action Run" active videogame (XaviX(®), SSD Company, Ltd., Kusatsu, Japan), the 1-mile run/walk, and Progressive Aerobic Cardiovascular Endurance Run (PACER) aerobic fitness tests of the FITNESSGRAM(®) (The Cooper Institute, Dallas, TX) in order to provide a potential alternative testing method for days that are not environmentally desirable for outdoor testing. Participants were a convenience sample from physical education classes of students between the ages of 10 and 15 years. Participants (n=108) were randomly assigned to one of three groups with the only difference being the order of testing. The tests included the "Jackie Chan Action Run" active videogame, the 1-mile run/walk, and the PACER. Testing occurred on three different days during the physical education class. Rating of perceived exertion (RPE) was reported. Significant correlations (r=-0.598 to 0.312) were found among the three aerobic fitness tests administered (P<0.05). The RPE for the "Jackie Chan Action Run" was lower than the RPE for the 1-mile run/walk and the PACER (3.81±1.89, 5.93±1.77, and 5.71±2.14, respectively). The results suggest that the "Jackie Chan Action Run" test could be an alternative to the 1-mile run/walk and PACER, allowing physical education teachers to perform aerobic fitness testing in an indoor setting that requires less space. Also, children may be more willing to participate in the "Jackie Chan Action Run" based on the lower RPE.

  6. Earlier Visual N1 Latencies in Expert Video-Game Players: A Temporal Basis of Enhanced Visuospatial Performance?

    PubMed Central

    Latham, Andrew J.; Patston, Lucy L. M.; Westermann, Christine; Kirk, Ian J.; Tippett, Lynette J.

    2013-01-01

    Increasing behavioural evidence suggests that expert video game players (VGPs) show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG) recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT) in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years experience, and maintained playtime of at least 20 hours per week over the last 6 months. Non-VGPs had little-to-no game play experience (maximum 1.5 years). Participants responded to checkerboard stimuli presented to the left and right visual fields while 128-channel EEG was recorded. Expert VGPs responded significantly more quickly than non-VGPs. Expert VGPs also had significantly earlier occipital N1s in direct visual pathways (the hemisphere contralateral to the visual field in which the stimulus was presented). IHTT was calculated by comparing the latencies of occipital N1 components between hemispheres. No significant between-group differences in electrophysiological estimates of IHTT were found. Shorter N1 latencies may enable expert VGPs to discriminate attended visual stimuli significantly earlier than non-VGPs and contribute to faster responding in visual tasks. As successful video-game play requires precise, time pressured, bimanual motor movements in response to complex visual stimuli, which in this sample began during early childhood, these differences may reflect the experience and training involved during the development of video-game expertise, but training studies are needed to test this prediction. PMID:24058667

  7. Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance?

    PubMed

    Latham, Andrew J; Patston, Lucy L M; Westermann, Christine; Kirk, Ian J; Tippett, Lynette J

    2013-01-01

    Increasing behavioural evidence suggests that expert video game players (VGPs) show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG) recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT) in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years experience, and maintained playtime of at least 20 hours per week over the last 6 months. Non-VGPs had little-to-no game play experience (maximum 1.5 years). Participants responded to checkerboard stimuli presented to the left and right visual fields while 128-channel EEG was recorded. Expert VGPs responded significantly more quickly than non-VGPs. Expert VGPs also had significantly earlier occipital N1s in direct visual pathways (the hemisphere contralateral to the visual field in which the stimulus was presented). IHTT was calculated by comparing the latencies of occipital N1 components between hemispheres. No significant between-group differences in electrophysiological estimates of IHTT were found. Shorter N1 latencies may enable expert VGPs to discriminate attended visual stimuli significantly earlier than non-VGPs and contribute to faster responding in visual tasks. As successful video-game play requires precise, time pressured, bimanual motor movements in response to complex visual stimuli, which in this sample began during early childhood, these differences may reflect the experience and training involved during the development of video-game expertise, but training studies are needed to test this prediction.

  8. Population structure in Japanese rice population

    PubMed Central

    Yamasaki, Masanori; Ideta, Osamu

    2013-01-01

    It is essential to elucidate genetic diversity and relationships among even related individuals and populations for plant breeding and genetic analysis. Since Japanese rice breeding has improved agronomic traits such as yield and eating quality, modern Japanese rice cultivars originated from narrow genetic resource and closely related. To resolve the population structure and genetic diversity in Japanese rice population, we used a total of 706 alleles detected by 134 simple sequence repeat markers in a total of 114 cultivars composed of 94 improved varieties and 20 landraces, which are representative and important for Japanese rice breeding. The landraces exhibit greater gene diversity than improved lines, suggesting that landraces can provide additional genetic diversity for future breeding. Model-based Bayesian clustering analysis revealed six subgroups and admixture situation in the cultivars, showing good agreement with pedigree information. This method could be superior to phylogenetic method in classifying a related population. The leading Japanese rice cultivar, Koshihikari is unique due to the specific genome constitution. We defined Japanese rice diverse sets that capture the maximum number of alleles for given sample sizes. These sets are useful for a variety of genetic application in Japanese rice cultivars. PMID:23641181

  9. Non-Native Japanese Listeners' Perception of Vowel Length Contrasts in Japanese and Modern Standard Arabic (MSA)

    ERIC Educational Resources Information Center

    Tsukada, Kimiko

    2012-01-01

    This study aimed to compare the perception of short vs. long vowel contrasts in Japanese and Modern Standard Arabic (MSA) by four groups of listeners differing in their linguistic backgrounds: native Arabic (NA), native Japanese (NJ), non-native Japanese (NNJ) and Australian English (OZ) speakers. The NNJ and OZ groups shared the first language…

  10. Body composition and anthropometry in Japanese and Australian Caucasian males and Japanese females.

    PubMed

    Kagawa, Masaharu; Binns, Colin B; Hills, Andrew P

    2007-01-01

    The total amount and location of fat deposition are important factors in the development of obesity and the metabolic syndrome. To date there have been no reported studies of ethnic and gender differences in body composition and fat distribution patterns in Japanese and Australian young adults. The aim of this study was to assess body composition of young Japanese and Australian Caucasian adults using whole-body dual energy x-ray absorptiometry (DXA) and anthropometry to examine body fat deposition patterns. Body composition of 45 Japanese males and 42 Australian Caucasian males living in Australia (aged 18-40 years) and 139 Japanese females living in Japan (aged 18-27 years) were measured using whole-body DXA scanning and anthropometry. Differences in relationships between BMI and waist circumference (WC), sum of skinfolds (SigmaSF) and %BF obtained from DXA were assessed using multivariate analyses. Distinct gender and ethnic differences (p<0.05) in bone density and waist circumference were observed but no gender differences in BMI and bone mineral content and no ethnic differences in sum of skinfolds and %BF. Both Japanese males and females showed a greater %BF at given BMI, WC and SigmaSF values (p<0.05). The results indicate differences in relationships between %BF and anthropometric measures in young Japanese compared to Caucasians and the importance of population-specific cut-off points for these indices. These findings also have implications for the development of chronic disease and further research, including studies in other Asian countries, is recommended.

  11. The Japanese containerless experiments

    NASA Technical Reports Server (NTRS)

    Azuma, Hisao

    1990-01-01

    There are three sets of Japanese containerless experiments. The first is Drop dynamics research. It consists of acoustic levitation and large amplitude drop oscillation. The second is Optical materials processing in an acoustic levitation furnace. And the third is Electrostatic levitator development by two different Japanese companies.

  12. Intercultural Communication Problems in Japanese Multinationals.

    ERIC Educational Resources Information Center

    Nishiyama, Kazuo

    Many large Japanese-owned multinational corporations have established successful subsidiaries in the United States, but distinct ethnic and cultural differences have caused communication problems between Japanese managers and American laborers and business people. Many top executives of the Japanese subsidiaries are sent to the United States on a…

  13. Shattering Myths: Japanese American Educational Issues.

    ERIC Educational Resources Information Center

    Yoshiwara, Florence M.

    An historical review of the immigration and resettlement patterns, and a demographic profile of Japanese Americans reveals a myth of the "successful minority." Since the founding of the Japanese American Citizens League in 1928, Japanese Americans have defeated alien land laws, discriminatory immigration quotas, anti-miscengenation laws,…

  14. [History of Japanese Committee for Anatomical Nomenclature].

    PubMed

    Kimura, Kunihiko

    2008-12-01

    This paper records a history of the Japanese Committee of Anatomical Nomenclature since 1990, as a supplement to the previous report (1991), explains a progressing of the edition of Japanese medical terms by the Japanese Association of Medical Sciences and the Ministry of Education, Sciences and Culture, and points out of some problems on terms in Japanese.

  15. Therapeutic Uses of Active Videogames: A Systematic Review.

    PubMed

    Staiano, Amanda E; Flynn, Rachel

    2014-12-01

    Active videogames (AVGs) may be useful for promoting physical activity for therapeutic uses, including for balance, rehabilitation, and management of illness or disease. The literature from 64 peer-reviewed publications that assessed health outcomes of AVGs for therapeutic purposes was synthesized. PubMed, Medline, and PyschInfo were queried for original studies related to the use of AVGs to improve physical outcomes in patients who were ill or undergoing rehabilitation related to balance, burn treatment, cancer, cerebral palsy, Down's syndrome, extremity dysfunction or amputation, hospitalization, lupus, Parkinson's disease, spinal injury, or stroke. The following inclusion criteria were used: (1) human subjects; (2) English language; (3) not duplicates; (4) new empirical data; and (5) tests an AVG, including commercially available or custom-designed. Studies were included regardless of participants' age or the study design. Overall, the vast majority of studies demonstrated promising results for improved health outcomes related to therapy, including significantly greater or comparable effects of AVG play versus usual care. However, many studies were pilot trials with small, homogeneous samples, and many studies lacked a control or comparison group. Some trials tested multiweek or multimonth interventions, although many used a single bout of gameplay, and few included follow-up assessments to test sustainability of improved health. AVGs were acceptable and enjoyable to the populations examined and appear as a promising tool for balance, rehabilitation, and illness management. Future research directions and implications for clinicians are discussed.

  16. Japanese Media in English.

    ERIC Educational Resources Information Center

    Tanaka, Sachiko Oda

    1995-01-01

    Describes the use of English in the media in Japan, focusing on the role and history of English-language newspapers, radio, and television programs, as well as the proliferation of English-language films shown in Japanese cinemas. Discusses the implications of English in the Japanese media. (20 references) (MDM)

  17. Ordinal Expressions in Japanese. Papers in Japanese Linguistics, Vol. 2, No. 1.

    ERIC Educational Resources Information Center

    Backus, Robert L.

    The varied forms and semantic factors of Japanese ordinal expressions are related to one another in a coherent system. In Japanese, the cardinal number form is a numeral compound in construction with a referent. The numeral compound consists of a number and a numeral adjunct. Numeral adjuncts are derived from bound forms, or numeral suffixes, and…

  18. Japanese Interest in “Hotaru” (Fireflies) and “Kabuto-Mushi” (Japanese Rhinoceros Beetles) Corresponds with Seasonality in Visible Abundance

    PubMed Central

    Takada, Kenta

    2012-01-01

    Seasonal changes in the popularity of fireflies [usually Genji-fireflies (Luciola cruciata Motschulsky) in Japan] and Japanese rhinoceros beetles [Allomyrina dichotoma (Linne)] were investigated to examine whether contemporary Japanese are interested in visible emergence of these insects as seasonal events. The popularity of fireflies and Japanese rhinoceros beetles was assessed by the Google search volume of their Japanese names, “Hotaru” and “Kabuto-mushi” in Japanese Katakana script using Google Trends. The search volume index for fireflies and Japanese rhinoceros beetles was distributed across seasons with a clear peak in only particular times of each year from 2004 to 2011. In addition, the seasonal peak of popularity for fireflies occurred at the beginning of June, whereas that for Japanese rhinoceros beetles occurred from the middle of July to the beginning of August. Thus seasonal peak of each species coincided with the peak period of the emergence of each adult stage. These findings indicated that the Japanese are interested in these insects primarily during the time when the two species are most visibly abundant. Although untested, this could suggest that fireflies and Japanese rhinoceros beetles are perceived by the general public as indicators or symbols of summer in Japan. PMID:26466535

  19. Mixing console design for telematic applications in live performance and remote recording

    NASA Astrophysics Data System (ADS)

    Samson, David J.

    The development of a telematic mixing console addresses audio engineers' need for a fully integrated system architecture that improves efficiency and control for applications such as distributed performance and remote recording. Current systems used in state of the art telematic performance rely on software-based interconnections with complex routing schemes that offer minimal flexibility or control over key parameters needed to achieve a professional workflow. The lack of hardware-based control in the current model limits the full potential of both the engineer and the system. The new architecture provides a full-featured platform that, alongside customary features, integrates (1) surround panning capability for motorized, binaural manikin heads, as well as all sources in the included auralization module, (2) self-labelling channel strips, responsive to change at all remote sites, (3) onboard roundtrip latency monitoring, (4) synchronized remote audio recording and monitoring, and (5) flexible routing. These features combined with robust parameter automation and precise analog control will raise the standard for telematic systems as well as advance the development of networked audio systems for both research and professional audio markets.

  20. First Course in Japanese: Character Workbook.

    ERIC Educational Resources Information Center

    Niwa, Tamako

    This character workbook is an introduction to Japanese writing designed to be used in conjunction with Parts One and Two of this introductory course in Japanese. All the "hiragana", several "katakana", and 88 Japanese characters are introduced in this text. The workbook, consisting of 30 lessons, is divided into three parts.…