Effect of computer game playing on baseline laparoscopic simulator skills.
Halvorsen, Fredrik H; Cvancarova, Milada; Fosse, Erik; Mjåland, Odd
2013-08-01
Studies examining the possible association between computer game playing and laparoscopic performance in general have yielded conflicting results and neither has a relationship between computer game playing and baseline performance on laparoscopic simulators been established. The aim of this study was to examine the possible association between previous and present computer game playing and baseline performance on a virtual reality laparoscopic performance in a sample of potential future medical students. The participating students completed a questionnaire covering the weekly amount and type of computer game playing activity during the previous year and 3 years ago. They then performed 2 repetitions of 2 tasks ("gallbladder dissection" and "traverse tube") on a virtual reality laparoscopic simulator. Performance on the simulator were then analyzed for association to their computer game experience. Local high school, Norway. Forty-eight students from 2 high school classes volunteered to participate in the study. No association between prior and present computer game playing and baseline performance was found. The results were similar both for prior and present action game playing and prior and present computer game playing in general. Our results indicate that prior and present computer game playing may not affect baseline performance in a virtual reality simulator.
Preschool Teacher's Conceptions of Computers and Play
ERIC Educational Resources Information Center
Sandberg, Anette
2002-01-01
There are many dimensions of play and play's significance for children's development and learning is often emphasized, but how do preschool teachers see children's use of computers in preschool? A qualitative study was done with 13 Swedish preschool teachers that had experience working with computers in preschool. The overall aim of this study was…
Wenzel, H G; Bakken, I J; Johansson, A; Götestam, K G; Øren, Anita
2009-12-01
Computer games are the most advanced form of gaming. For most people, the playing is an uncomplicated leisure activity; however, for a minority the gaming becomes excessive and is associated with negative consequences. The aim of the present study was to investigate computer game-playing behaviour in the general adult Norwegian population, and to explore mental health problems and self-reported consequences of playing. The survey includes 3,405 adults 16 to 74 years old (Norway 2007, response rate 35.3%). Overall, 65.5% of the respondents reported having ever played computer games (16-29 years, 93.9%; 30-39 years, 85.0%; 40-59 years, 56.2%; 60-74 years, 25.7%). Among 2,170 players, 89.8% reported playing less than 1 hr. as a daily average over the last month, 5.0% played 1-2 hr. daily, 3.1% played 2-4 hr. daily, and 2.2% reported playing > 4 hr. daily. The strongest risk factor for playing > 4 hr. daily was being an online player, followed by male gender, and single marital status. Reported negative consequences of computer game playing increased strongly with average daily playing time. Furthermore, prevalence of self-reported sleeping problems, depression, suicide ideations, anxiety, obsessions/ compulsions, and alcohol/substance abuse increased with increasing playing time. This study showed that adult populations should also be included in research on computer game-playing behaviour and its consequences.
Playing Computer Games Versus Better Learning.
ERIC Educational Resources Information Center
Din, Feng S.; Caleo, Josephine
This study investigated whether kindergarten students who played Sony Play Station (Lightspan) computer games learned better than peers who did not play such games. Participants were 47 African-American kindergartners from two classes of an urban school in the Northeast. A pretest and posttest with control group design was used in the study. The…
He just wants to play: how goals determine the influence of violent computer games on aggression.
Denzler, Markus; Häfner, Michael; Förster, Jens
2011-12-01
Generally, the accessibility of goal-related constructs is inhibited upon goal fulfillment. In line with this notion, the current studies explored whether violent computer games may reduce relative accessibility of aggression if the game involves the fulfillment of an aggressive goal. Specifically, in Study 1, participants who watched a trailer for a violent computer game that fulfilled the goal of venting anger showed less relative accessibility of aggression compared to participants who watched the trailer without goal fulfillment. In Study 2, actually playing a violent computer game to vent anger also decreased the relative accessibility of aggression compared to a control condition in which the game was played without such a goal. Lastly, in Study 3, the relative accessibility of aggression was reduced after playing a violent computer game for participants who reported a high general tendency to vent their anger.
Short-term effects of playing computer games on attention.
Tahiroglu, Aysegul Yolga; Celik, Gonca Gul; Avci, Ayse; Seydaoglu, Gulsah; Uzel, Mehtap; Altunbas, Handan
2010-05-01
The main aim of the present study is to investigate the short-term cognitive effects of computer games in children with different psychiatric disorders and normal controls. One hundred one children are recruited for the study (aged between 9 and 12 years). All participants played a motor-racing game on the computer for 1 hour. The TBAG form of the Stroop task was administered to all participants twice, before playing and immediately after playing the game. Participants with improved posttest scores, compared to their pretest scores, used the computer on average 0.67 +/- 1.1 hr/day, while the average administered was measured at 1.6 +/- 1.4 hr/day and 1.3 +/- 0.9 hr/day computer use for participants with worse or unaltered scores, respectively. According to the regression model, male gender, younger ages, duration of daily computer use, and ADHD inattention type were found to be independent risk factors for worsened posttest scores. Time spent playing computer games can exert a short-term effect on attention as measured by the Stroop test.
Frölich, Jan; Lehmkuhl, Gerd; Döpfner, Manfred
2009-09-01
Playing computer games has become one of the main leisure activities in children and adolescents and increasingly replaces traditional playing and interactional activities. There might exist developmental benefits or positive effects of computer games that can be used for educational or therapeutic purposes. More important several studies have well demonstrated that excessive computer game playing is associated with behavior that features all components of non-chemical addiction and the prevalences across all age groups seem to be impressingly high. This overview relies on a Medline research. Its objective is to describe motivational and developmental characteristics attributed to computer games as well as the prevalences of computer playing in children and adolescents to better understand the risks for addictive use. We especially focus on the relations of excessive computer playing with attention-deficit hyperactivity disorder (ADHD) and aggressive behavior. The results demonstrate that children with ADHD are especially vulnerable to addictive use of computer games due to their neuropsychological profile. Moreover excessive violent computer game playing might be a significant risk variable for aggressive behavior in the presence of personality traits with aggressive cognitions and behavior scripts in the consumers. The increasing clinical meaning of addictive computer games playing urgently necessitates the development of diagnostic and therapeutic tools for clinical practice as well as the cooperation with allied disciplines.
Mohammadi, Mehrnoosh; RezaeiDehaghani, Abdollah; Mehrabi, Tayebeh; RezaeiDehaghani, Ali
2016-01-01
As adolescents spend much time on playing computer games, their mental and social effects should be considered. The present study aimed to investigate the association between playing computer games and the mental and social health among male adolescents in Iran in 2014. This is a cross-sectional study conducted on 210 adolescents selected by multi-stage random sampling. Data were collected by Goldberg and Hillier general health (28 items) and Kiez social health questionnaires. The association was tested by Pearson and Spearman correlation coefficients, one-way analysis of variance (ANOVA), and independent t-test. Computer games related factors such as the location, type, length, the adopted device, and mode of playing games were investigated. Results showed that 58.9% of the subjects played games on a computer alone for 1 h at home. Results also revealed that the subjects had appropriate mental health and 83.2% had moderate social health. Results showed a poor significant association between the length of games and social health (r = -0.15, P = 0.03), the type of games and mental health (r = -0.16, P = 0.01), and the device used in playing games and social health (F = 0.95, P = 0.03). The findings showed that adolescents' mental and social health is negatively associated with their playing computer games. Therefore, to promote their health, educating them about the correct way of playing computer games is essential and their parents and school authorities, including nurses working at schools, should determine its relevant factors such as the type, length, and device used in playing such games.
The Effects of Computer Games on the Achievement of Basic Mathematical Skills
ERIC Educational Resources Information Center
Sayan, Hamiyet
2015-01-01
This study aims to analyze the relationship between playing computer games and learning basic mathematics skills. It shows the role computer games play in the learning and achievement of basic mathematical skills by students. Nowadays it is clear that individuals, especially young persons are very fond of computer and computer games. Since…
ERIC Educational Resources Information Center
Mohd Syah, Nor Elleeiana; Hamzaid, Nur Azah; Murphy, Belinda Pingguan; Lim, Einly
2016-01-01
This study describes the development of a basic computer-based play pedagogy intervention using a dyscalculia-remedy-oriented approach such as repetition and number orientation manipulation, and the investigation of its effect on children displaying dyscalculia characteristics. This computer play was evaluated in a group of 50 seven-year-old…
Home Media and Children’s Achievement and Behavior
Hofferth, Sandra L.
2010-01-01
This study provides a national picture of the time American 6–12 year olds spent playing video games, using the computer, and watching television at home in 1997 and 2003 and the association of early use with their achievement and behavior as adolescents. Girls benefited from computers more than boys and Black children’s achievement benefited more from greater computer use than did that of White children. Greater computer use in middle childhood was associated with increased achievement for White and Black girls and Black boys, but not White boys. Greater computer play was also associated with a lower risk of becoming socially isolated among girls. Computer use does not crowd out positive learning-related activities, whereas video game playing does. Consequently, increased video game play had both positive and negative associations with the achievement of girls but not boys. For boys, increased video game play was linked to increased aggressive behavior problems. PMID:20840243
Short-Term Effects of Playing Computer Games on Attention
ERIC Educational Resources Information Center
Tahiroglu, Aysegul Yolga; Celik, Gonca Gul; Avci, Ayse; Seydaoglu, Gulsah; Uzel, Mehtap; Altunbas, Handan
2010-01-01
Objective: The main aim of the present study is to investigate the short-term cognitive effects of computer games in children with different psychiatric disorders and normal controls. Method: One hundred one children are recruited for the study (aged between 9 and 12 years). All participants played a motor-racing game on the computer for 1 hour.…
Mohammadi, Mehrnoosh; RezaeiDehaghani, Abdollah; Mehrabi, Tayebeh; RezaeiDehaghani, Ali
2016-01-01
Background: As adolescents spend much time on playing computer games, their mental and social effects should be considered. The present study aimed to investigate the association between playing computer games and the mental and social health among male adolescents in Iran in 2014. Materials and Methods: This is a cross-sectional study conducted on 210 adolescents selected by multi-stage random sampling. Data were collected by Goldberg and Hillier general health (28 items) and Kiez social health questionnaires. The association was tested by Pearson and Spearman correlation coefficients, one-way analysis of variance (ANOVA), and independent t-test. Computer games related factors such as the location, type, length, the adopted device, and mode of playing games were investigated. Results: Results showed that 58.9% of the subjects played games on a computer alone for 1 h at home. Results also revealed that the subjects had appropriate mental health and 83.2% had moderate social health. Results showed a poor significant association between the length of games and social health (r = −0.15, P = 0.03), the type of games and mental health (r = −0.16, P = 0.01), and the device used in playing games and social health (F = 0.95, P = 0.03). Conclusions: The findings showed that adolescents’ mental and social health is negatively associated with their playing computer games. Therefore, to promote their health, educating them about the correct way of playing computer games is essential and their parents and school authorities, including nurses working at schools, should determine its relevant factors such as the type, length, and device used in playing such games. PMID:27095988
Computer Game-Based Learning: Perceptions and Experiences of Senior Chinese Adults
ERIC Educational Resources Information Center
Wang, Feihong; Lockee, Barbara B.; Burton, John K.
2012-01-01
The purpose of this study was to investigate senior Chinese adults' potential acceptance of computer game-based learning (CGBL) by probing their perceptions of computer game play and their perceived impacts of game play on their learning of computer skills and life satisfaction. A total of 60 senior adults from a local senior adult learning center…
ERIC Educational Resources Information Center
Charsky, Dennis; Ressler, William
2011-01-01
Does using a computer game improve students' motivation to learn classroom material? The current study examined students' motivation to learn history concepts while playing a commercial, off-the-shelf computer game, Civilization III. The study examined the effect of using conceptual scaffolds to accompany game play. Students from three ninth-grade…
A Study of the Behavior of Children in a Preschool Equipped with Computers.
ERIC Educational Resources Information Center
Klinzing, Dene G.
A study was conducted: (1) to compare the popularity of computer stations with nine other activity stations; (2) to determine the differences in the type of play displayed by the children in preschool and note the type of play displayed at the computer stations versus the other activity stations; (3) to determine whether the preschool activities,…
Dynamic Human-Computer Collaboration in Real-time Unmanned Vehicle Scheduling
2010-06-01
Rarely play games Play games once a month Weekly gamer A few times a week gamer Daily gamer Types of games played: 9. Rate...Algorithm, Alchemy , or Apostasy?," International Journal of Human-Computer Studies, vol. 52, pp. 203-216, 2000. [52] J.-M. Hoc, "From Human
2007-01-01
Objective To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games. Design Cross sectional comparison of four computer games. Setting Research laboratories. Participants Six boys and five girls aged 13-15 years. Procedure Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports). Main outcome measure Predicted energy expenditure, compared using repeated measures analysis of variance. Results Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kJ/kg/min), tennis (202.5 (31.5) kJ/kg/min), and boxing (198.1 (33.9) kJ/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kJ/kg/min) (P<0.001). Predicted energy expenditure was at least 65.1 (95% confidence interval 47.3 to 82.9) kJ/kg/min greater when playing active rather than sedentary games. Conclusions Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children. PMID:18156227
Graves, Lee; Stratton, Gareth; Ridgers, N D; Cable, N T
2007-12-22
To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games. Cross sectional comparison of four computer games. Research laboratories. Six boys and five girls aged 13-15 years. Procedure Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports). Predicted energy expenditure, compared using repeated measures analysis of variance. Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kJ/kg/min), tennis (202.5 (31.5) kJ/kg/min), and boxing (198.1 (33.9) kJ/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kJ/kg/min) (P<0.001). Predicted energy expenditure was at least 65.1 (95% confidence interval 47.3 to 82.9) kJ/kg/min greater when playing active rather than sedentary games. Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.
Alsafi, Z; Hameed, Y; Amin, P; Shamsad, S; Raja, U; Alsafi, A; Hamady, M S
2017-09-01
To investigate the effect of playing computer games and manual dexterity on catheter-wire manipulation in a mechanical aortic model. Medical student volunteers filled in a preprocedure questionnaire assessing their exposure to computer games. Their manual dexterity was measured using a smartphone game. They were then shown a video clip demonstrating renal artery cannulation and were asked to reproduce this. All attempts were timed. Two-tailed Student's t-test was used to compare continuous data, while Fisher's exact test was used for categorical data. Fifty students aged 18-22 years took part in the study. Forty-six completed the task at an average of 168 seconds (range 103-301 seconds). There was no significant difference in the dexterity score or time to cannulate the renal artery between male and female students. Students who played computer games for >10 hours per week had better dexterity scores than those who did not play computer games: 9.1 versus 10.2 seconds (p=0.0237). Four of 19 students who did not play computer games failed to complete the task, while all of those who played computer games regularly completed the task (p=0.0168). Playing computer games is associated with better manual dexterity and ability to complete a basic interventional radiology task for novices. Copyright © 2017 The Royal College of Radiologists. Published by Elsevier Ltd. All rights reserved.
Reshadat, S; Ghasemi, S R; Ahmadian, M; RajabiGilan, N
2014-01-09
Computer or video games are a popular recreational activity and playing them may constitute a large part of leisure time. This cross-sectional study aimed to evaluate the relationship between playing computer or video games with mental health and social relationships among students in guidance schools in Kermanshah, Islamic Republic of Iran, in 2012. Our total sample was 573 students and our tool was the General Health Questionnaire (GHQ-28) and social relationships questionnaires. Survey respondents reported spending an average of 71.07 (SD 72.1) min/day on computer or video games. There was a significant relationship between time spent playing games and general mental health (P < 0.04) and depression (P < 0.03). There was also a significant difference between playing and not playing computer or video games with social relationships and their subscales, including trans-local relationships (P < 0.0001) and association relationships (P < 0.01) among all participants. There was also a significant relationship between social relationships and time spent playing games (P < 0.02) and its dimensions, except for family relationships.
ERIC Educational Resources Information Center
Morgan, Mia Lynn
2015-01-01
Two questions drove this case study. 1) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's media literacy skills of analysis, evaluation, and access? 2) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's 21st…
Computers and Play in Early Childhood: Affordances and Limitations
ERIC Educational Resources Information Center
Verenikina, Irina; Herrington, Jan; Peterson, Rob; Mantei, Jessica
2010-01-01
The widespread proliferation of computer games for children as young as six months of age, merits a reexamination of their manner of use and a review of their facility to provide opportunities for developmental play. This article describes a research study conducted to explore the use of computer games by young children, specifically to…
Computer and video game addiction-a comparison between game users and non-game users.
Weinstein, Aviv Malkiel
2010-09-01
Computer game addiction is excessive or compulsive use of computer and video games that may interfere with daily life. It is not clear whether video game playing meets diagnostic criteria for Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV). First objective is to review the literature on computer and video game addiction over the topics of diagnosis, phenomenology, epidemiology, and treatment. Second objective is to describe a brain imaging study measuring dopamine release during computer game playing. Article search of 15 published articles between 2000 and 2009 in Medline and PubMed on computer and video game addiction. Nine abstinent "ecstasy" users and 8 control subjects were scanned at baseline and after performing on a motorbike riding computer game while imaging dopamine release in vivo with [123I] IBZM and single photon emission computed tomography (SPECT). Psycho-physiological mechanisms underlying computer game addiction are mainly stress coping mechanisms, emotional reactions, sensitization, and reward. Computer game playing may lead to long-term changes in the reward circuitry that resemble the effects of substance dependence. The brain imaging study showed that healthy control subjects had reduced dopamine D2 receptor occupancy of 10.5% in the caudate after playing a motorbike riding computer game compared with baseline levels of binding consistent with increased release and binding to its receptors. Ex-chronic "ecstasy" users showed no change in levels of dopamine D2 receptor occupancy after playing this game. This evidence supports the notion that psycho-stimulant users have decreased sensitivity to natural reward. Computer game addicts or gamblers may show reduced dopamine response to stimuli associated with their addiction presumably due to sensitization.
The Relationship of Computer Games and Reported Anger in Young People
ERIC Educational Resources Information Center
Demirok, Mukaddes; Ozdamli, Fezile; Hursen, Cigdem; Ozcinar, Zehra; Kutguner, Muge; Uzunboylu, Huseyin
2012-01-01
Playing computer games is a routine activity for most young people today. The aim of this study was to examine the relationship of time spent playing computer games, the violence of the game, and self-reported anger of students in North Cyprus. Four hundred participants between the ages of 15-18 completed the State-Trait Anger and the Anger…
[Excessive computer usage in adolescents--results of a psychometric evaluation].
Grüsser, Sabine M; Thalemann, Ralf; Albrecht, Ulrike; Thalemann, Carolin N
2005-03-01
Excessive computer and video game playing among children is being critically discussed from a pedagogic and public health point of view. To date, no reliable data for this phenomenon in Germany exists. In the present study, the excessive usage of computer and video games is seen as a rewarding behavior which can, due to learning mechanisms, become a prominent and inadequate strategy for children to cope with negative emotions like frustration, uneasiness and fears. In the survey, 323 children ranging in age from 11 to 14 years were asked about their video game playing behavior. Criteria for excessive computer and video game playing were developed in accordance with the criteria for dependency and pathological gambling (DSM-IV, ICD-10). Data show that 9.3% (N = 30) of the children fulfill all criteria for excessive computer and video game playing. Furthermore, these children differ from their class mates with respect to watching television, communication patterns, the ability to concentrate in school lectures and the preferred strategies coping with negative emotions. In accordance with findings in studies about substance-related addiction, data suggest that excessive computer and video game players use their excessive rewarding behavior specifically as an inadequate stress coping strategy.
Paik, Soo-Hyun; Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin
2017-12-05
Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.
Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin
2017-01-01
Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD. PMID:29206183
Tsai, Hsin-yi Sandy; Shillair, Ruth; Cotten, Shelia R.
2017-01-01
This study examines how older adults learn to use tablet computers. Learning to use new technologies can help older adults to be included in today’s digital society. However, learning to use new technologies is not always easy, especially for older adults. This study focuses on how older adults learn to use a specific technology, tablet computers, and the role that social support plays in this process. Data for this project are from 21 in-depth interviews with individuals who own tablet computers. We examine how older adults engage with tablet devices and increase their digital literacy. The findings suggest that, for older adults to start to use tablets, social support plays an important role. In addition, a key way that many participants report gaining expertise with the technology is through “playing around” with the tablets. Suggestions for how to help older adults learn to use new technologies are detailed. PMID:26491029
Tsai, Hsin-Yi Sandy; Shillair, Ruth; Cotten, Shelia R
2017-01-01
This study examines how older adults learn to use tablet computers. Learning to use new technologies can help older adults to be included in today's digital society. However, learning to use new technologies is not always easy, especially for older adults. This study focuses on how older adults learn to use a specific technology, tablet computers, and the role that social support plays in this process. Data for this project are from 21 in-depth interviews with individuals who own tablet computers. We examine how older adults engage with tablet devices and increase their digital literacy. The findings suggest that, for older adults to start to use tablets, social support plays an important role. In addition, a key way that many participants report gaining expertise with the technology is through "playing around" with the tablets. Suggestions for how to help older adults learn to use new technologies are detailed. © The Author(s) 2015.
Computer vision in cell biology.
Danuser, Gaudenz
2011-11-23
Computer vision refers to the theory and implementation of artificial systems that extract information from images to understand their content. Although computers are widely used by cell biologists for visualization and measurement, interpretation of image content, i.e., the selection of events worth observing and the definition of what they mean in terms of cellular mechanisms, is mostly left to human intuition. This Essay attempts to outline roles computer vision may play and should play in image-based studies of cellular life. Copyright © 2011 Elsevier Inc. All rights reserved.
Challenging Notions of Gendered Game Play: Teenagers Playing the Sims
ERIC Educational Resources Information Center
Beavis, Catherine; Charles, Claire
2005-01-01
This paper challenges notions of gendered game playing practice implicit in much research into young women's involvement with the computer gaming culture. It draws on a study of Australian teenagers playing "The Sims Deluxe" as part of an English curriculum unit and insights from feminist media studies to explore relationships between…
Non-Determinism: An Abstract Concept in Computer Science Studies
ERIC Educational Resources Information Center
Armoni, Michal; Gal-Ezer, Judith
2007-01-01
Non-determinism is one of the most important, yet abstract, recurring concepts of Computer Science. It plays an important role in Computer Science areas such as formal language theory, computability theory, distributed computing, and operating systems. We conducted a series of studies on the perception of non-determinism. In the current research,…
Excessive computer game playing: evidence for addiction and aggression?
Grüsser, S M; Thalemann, R; Griffiths, M D
2007-04-01
Computer games have become an ever-increasing part of many adolescents' day-to-day lives. Coupled with this phenomenon, reports of excessive gaming (computer game playing) denominated as "computer/video game addiction" have been discussed in the popular press as well as in recent scientific research. The aim of the present study was the investigation of the addictive potential of gaming as well as the relationship between excessive gaming and aggressive attitudes and behavior. A sample comprising of 7069 gamers answered two questionnaires online. Data revealed that 11.9% of participants (840 gamers) fulfilled diagnostic criteria of addiction concerning their gaming behavior, while there is only weak evidence for the assumption that aggressive behavior is interrelated with excessive gaming in general. Results of this study contribute to the assumption that also playing games without monetary reward meets criteria of addiction. Hence, an addictive potential of gaming should be taken into consideration regarding prevention and intervention.
ERIC Educational Resources Information Center
Wei, Fang-Yi Flora; Hendrix, Katherine Grace
2009-01-01
This study investigated whether competitive and noncompetitive educational mathematics computer games influence four- to seven-year-old boys' and girls' recall of game-playing experience. A qualitative analysis was performed to investigate what preschool children may have learned through their selective recall of game-playing experience. A…
Stretching Capabilities: Children with Disabilities Playing TV and Computer Games
ERIC Educational Resources Information Center
Wasterfors, David
2011-01-01
Intervention studies show that if children with disabilities play motion-controlled TV and computer games for training purposes their motivation increases and their training becomes more intensive, but why this happens has not been explained. This article addresses this question with the help of ethnographic material from a public project in…
The effect of switch control site on computer skills of infants and toddlers.
Glickman, L; Deitz, J; Anson, D; Stewart, K
1996-01-01
The purpose of this study was to determine whether switch control site (hand vs. head) affects the age at which children can successfully activate a computer to play a cause-and-effect game. The sample consisted of 72 participants randomly divided into two groups (head switch and hand switch), with stratification for gender and age (9-11 months, 12-14 months, 15-17 months). All participants were typically developing. After a maximum of 5 min of training, each participant was given five opportunities to activate a Jelly Bean switch to play a computer game. Competency was defined as four to five successful switch activations. Most participants in the 9-month to 11-month age group could successfully use a hand switch to activate a computer, and for the 15-month to 17-month age group, 100% of the participants met with success. By contrast, in the head switch condition, approximately one third of the participants in each of the three age ranges were successful in activating the computer to play a cause-and-effect game. The findings from this study provide developmental guidelines for using switches (head vs. hand) to activate computers to play cause-and-effect games and suggest that the clinician may consider introducing basic computer and switch skills to children as young as 9 months of age. However, the clinician is cautioned that the head switch may be more difficult to master than the hand switch and that additional research involving children with motor impairments is needed.
Big Robots for Little Kids: Investigating the Role of Scale in Early Childhood Robotics Kits
NASA Astrophysics Data System (ADS)
Vizner, Miki Z.
Couch fort and refrigerator box constructions are staples of early childhood play in American culture. Can this this large-scale fantasy type of play be leveraged to facilitate computational thinking? This thesis looks at the ways Kindergarteners (age 5-6) use two variations of the KIBO robotics platform in their play and learning. The first is the standard KIBO kit developed at the DevTech research group at Tufts University and commercialized by Kinderlab robotics. The second, created by the author, is 100 times bigger and can be ridden by children and adults. Specifically this study addresses the research question "How are children's experiences with big-KIBO different from KIBO?" To do so this thesis presents two analytical tools that were assembled conceptually from literature and the authors experiences with KIBO, examined using the data collected in this study, refined, and used as frameworks for understanding the data. They are a developmental model of programming with KIBO and an operationalization of Bers's (2018) powerful ideas of computational thinking when using KIBO. Vignettes from the data are presented and analyzed using these frameworks. Content and structural play themes are extracted from additional vignettes with each robot. In this study there are no clear differences in the ways children engage in computational thinking or develop their ability to program. There appear to be differences in the ways children play with the robots. Suggesting that a larger robot offers new opportunities and pathways for children to engage in computational thinking tasks. This study makes a case for the importance of thinking developmentally about computational thinking. Connections to literature and theory as well as suggestions for future work, both for children and designers, are discussed.
Comparing Active Game-Playing Scores and Academic Performances of Elementary School Students
ERIC Educational Resources Information Center
Kert, Serhat Bahadir; Köskeroglu Büyükimdat, Meryem; Uzun, Ahmet; Çayiroglu, Beytullah
2017-01-01
In the educational sciences, many discussions on the use of computer games occur. Most of the scientists believe that traditional computer games are time-consuming software and that game-playing activities negatively affect students' academic performance. In this study, the accuracy of this general opinion was examined by focusing on the real…
Computer Game Theories for Designing Motivating Educational Software: A Survey Study
ERIC Educational Resources Information Center
Ang, Chee Siang; Rao, G. S. V. Radha Krishna
2008-01-01
The purpose of this study is to evaluate computer game theories for educational software. We propose a framework for designing engaging educational games based on contemporary game studies which includes ludology and narratology. Ludology focuses on the study of computer games as play and game activities, while narratology revolves around the…
The relationship between computer games and quality of life in adolescents.
Dolatabadi, Nayereh Kasiri; Eslami, Ahmad Ali; Mostafavi, Firooze; Hassanzade, Akbar; Moradi, Azam
2013-01-01
Term of doing computer games among teenagers is growing rapidly. This popular phenomenon can cause physical and psychosocial issues in them. Therefore, this study examined the relationship between computer games and quality of life domains in adolescents aging 12-15 years. In a cross-sectional study using the 2-stage stratified cluster sampling method, 444 male and female students in Borkhar were selected. The data collection tool consisted of 1) World Health Organization Quality Of Life - BREF questionnaire and 2) personal information questionnaire. The data were analyzed by Pearson correlation, Spearman correlation, chi-square, independent t-tests and analysis of covariance. The total mean score of quality of life in students was 67.11±13.34. The results showed a significant relationship between the age of starting to play games and the overall quality of life score and its fourdomains (range r=-0.13 to -0.18). The mean of overall quality of life score in computer game users was 68.27±13.03 while it was 64.81±13.69 among those who did not play computer games and the difference was significant (P=0.01). There were significant differences in environmental and mental health domains between the two groups (P<0.05). However, there was no significant relationship between BMI with the time spent and the type of computer games. Playing computer games for a short time under parental supervision can have positive effects on quality of life in adolescents. However, spending long hours for playing computer games may have negative long-term effects.
ERIC Educational Resources Information Center
Colker, Larry
Viewing computers in various forms as developmentally appropriate objects for children, this discussion provides a framework for integrating conceptions of computers and conceptions of play. Several instances are cited from the literature in which explicit analogies have been made between computers and playthings or play environments.…
Gender stereotypes, aggression, and computer games: an online survey of women.
Norris, Kamala O
2004-12-01
Computer games were conceptualized as a potential mode of entry into computer-related employment for women. Computer games contain increasing levels of realism and violence, as well as biased gender portrayals. It has been suggested that aggressive personality characteristics attract people to aggressive video games, and that more women do not play computer games because they are socialized to be non-aggressive. To explore gender identity and aggressive personality in the context of computers, an online survey was conducted on women who played computer games and women who used the computer but did not play computer games. Women who played computer games perceived their online environments as less friendly but experienced less sexual harassment online, were more aggressive themselves, and did not differ in gender identity, degree of sex role stereotyping, or acceptance of sexual violence when compared to women who used the computer but did not play video games. Finally, computer gaming was associated with decreased participation in computer-related employment; however, women with high masculine gender identities were more likely to use computers at work.
Democratizing Computer Science
ERIC Educational Resources Information Center
Margolis, Jane; Goode, Joanna; Ryoo, Jean J.
2015-01-01
Computer science programs are too often identified with a narrow stratum of the student population, often white or Asian boys who have access to computers at home. But because computers play such a huge role in our world today, all students can benefit from the study of computer science and the opportunity to build skills related to computing. The…
NASA Astrophysics Data System (ADS)
Hsu, Chung-Yuan; Tsai, Chin-Chung; Liang, Jyh-Chong
2011-10-01
Educational researchers have suggested that computer games have a profound influence on students' motivation, knowledge construction, and learning performance, but little empirical research has targeted preschoolers. Thus, the purpose of the present study was to investigate the effects of implementing a computer game that integrates the prediction-observation-explanation (POE) strategy (White and Gunstone in Probing understanding. Routledge, New York, 1992) on facilitating preschoolers' acquisition of scientific concepts regarding light and shadow. The children's alternative conceptions were explored as well. Fifty participants were randomly assigned into either an experimental group that played a computer game integrating the POE model or a control group that played a non-POE computer game. By assessing the students' conceptual understanding through interviews, this study revealed that the students in the experimental group significantly outperformed their counterparts in the concepts regarding "shadow formation in daylight" and "shadow orientation." However, children in both groups, after playing the games, still expressed some alternative conceptions such as "Shadows always appear behind a person" and "Shadows should be on the same side as the sun."
Games at work: the recreational use of computer games during working hours.
Reinecke, Leonard
2009-08-01
The present study investigated the recreational use of video and computer games in the workplace. In an online survey, 833 employed users of online casual games reported on their use of computer games during working hours. The data indicate that playing computer games in the workplace elicits substantial levels of recovery experience. Recovery experience associated with gameplay was the strongest predictor for the use of games in the workplace. Furthermore, individuals with higher levels of work-related fatigue reported stronger recovery experience during gameplay and showed a higher tendency to play games during working hours than did persons with lower levels of work strain. Additionally, the social situation at work was found to have a significant influence on the use of games. Persons receiving less social support from colleagues and supervisors played games at work more frequently than did individuals with higher levels of social support. Furthermore, job control was positively related to the use of games at work. In sum, the results of the present study illustrate that computer games have a significant recovery potential. Implications of these findings for research on personal computer use during work and for games research in general are discussed.
Media use as a reason for meal skipping and fast eating in secondary school children.
Van den Bulck, J; Eggermont, S
2006-04-01
This study examined self-reported meal skipping and eating faster than usual with the goal of watching television or playing computer games. Respondents reported their media use and indicated how often they skipped a meal to watch a favourite television programme or to play a computer game, and how often they ate faster than usual in order to watch television or play a computer game. Respondents were 2546 adolescents of 13 (first year of secondary school) and 16 years (fourth year of secondary school) of age. About one respondent in 10 skipped at least one meal every week for either television viewing or computer game playing. Weekly meal skipping for television viewing occurs more regularly in boys and first-year students, but particularly in teenagers who view 5 h or more daily (15% of the sample). The category of teenagers who play computer games four times a week or more (25.3% of the sample) is at increased risk of meal skipping; those who play more than four times a week are 10 times more likely weekly to skip a meal. A quarter of the adolescents eat faster at least once a week to be able to watch television or play a computer game. Regardless of gender and school year, teenagers' risk of eating faster progressively increases with their use of the media. Those who watch 4 h or more daily are about seven times more likely to skip a meal for television and those who play computer games at least four times a week are nine times more likely weekly to skip a meal. Unhealthy eating habits can be a side effect of heavy or excessive media use. Teenagers' use of television or game computers during nonworking or out-of-school hours partly displaces the amount of time that needs to be spent at meals. Practitioners and educators may try to encourage or restore a pattern of healthful meal consumption habits by reducing the amount of media use, and by supporting parental rule-making regarding children's eating habits and media use.
The Development of a Robot-Based Learning Companion: A User-Centered Design Approach
ERIC Educational Resources Information Center
Hsieh, Yi-Zeng; Su, Mu-Chun; Chen, Sherry Y.; Chen, Gow-Dong
2015-01-01
A computer-vision-based method is widely employed to support the development of a variety of applications. In this vein, this study uses a computer-vision-based method to develop a playful learning system, which is a robot-based learning companion named RobotTell. Unlike existing playful learning systems, a user-centered design (UCD) approach is…
Kautiainen, S; Koivusilta, L; Lintonen, T; Virtanen, S M; Rimpelä, A
2005-08-01
The prevalence of overweight and obesity has increased among children and adolescents, as well as among adults, and television viewing has been suggested as one cause. Playing digital games (video, computer and console games), or using computer may be other sedentary behaviors related to the development of overweight and obesity. To study the relationships of times spent on viewing television, playing digital games and using computer to overweight among Finnish adolescents. Mailed cross-sectional survey. Nationally representative samples of 14-, 16-, and 18-y-old (N=6515, response rate 70%) in 2001. Overweight and obesity were assessed by body mass index (BMI). The respondents reported times spent daily on viewing television, playing digital games (video, computer and console games) and using computer (for e-mail, writing and surfing). Data on timing of biological maturation, intensity of weekly physical activity and family's socio economic status were taken into account in the statistical analyses. Increased times spent on viewing television and using computer were associated with increased prevalence of overweight (obesity inclusive) among girls: compared to girls viewing television <1 h daily, the adjusted odds ratio (OR) for being overweight was 1.4 when spending 1-3 h, and 2.0 when spending > or =4 h daily on viewing television. In girls using computer > or =1 h daily, the OR for being overweight was 1.5 compared to girls using computer <1 h daily. The results were similar in boys, although not statistically significant. Time spent on playing digital games was not associated with overweight. Overweight was associated with using information and communication technology (ICT), but only with certain forms of ICT. Increased use of ICT may be one factor explaining the increased prevalence of overweight and obesity at the population level, at least in girls. Playing digital games was not related to overweight, perhaps by virtue of game playing being less sedentary or related to a different lifestyle than viewing television and using computer.
Social Play at the Computer: Preschoolers Scaffold and Support Peers' Computer Competence.
ERIC Educational Resources Information Center
Freeman, Nancy K.; Somerindyke, Jennifer
2001-01-01
Describes preschoolers' collaboration during free play in a computer lab, focusing on the computer's contribution to active, peer-mediated learning. Discusses these observations in terms of Parten's insights on children's social play and Vygotsky's socio-cultural learning theory, noting that the children scaffolded each other's growing computer…
Custers, Kathleen; Van den Bulck, Jan
2010-04-01
To examine whether television viewing, computer game playing or book reading during meals predicts meal skipping with the aim of watching television, playing computer games or reading books (media meal skipping). A cross-sectional study was conducted using a standardized self-administered questionnaire. Analyses were controlled for age, gender and BMI. Data were obtained from a random sample of adolescents in Flanders, Belgium. Seven hundred and ten participants aged 12, 14 and 16 years. Of the participants, 11.8 % skipped meals to watch television, 10.5 % skipped meals to play computer games and 8.2 % skipped meals to read books. Compared with those who did not use these media during meals, the risk of skipping meals in order to watch television was significantly higher for those children who watched television during meals (2.9 times higher in those who watched television during at least one meal a day). The risk of skipping meals for computer game playing was 9.5 times higher in those who played computer games weekly or more while eating, and the risk of meal skipping in order to read books was 22.9 times higher in those who read books during meals less than weekly. The more meals the respondents ate with the entire family, the less likely they were to skip meals to watch television. The use of media during meals predicts meal skipping for using that same medium. Family meals appear to be inversely related to meal skipping for television viewing.
The relationship between computer games and quality of life in adolescents
Dolatabadi, Nayereh Kasiri; Eslami, Ahmad Ali; Mostafavi, Firooze; Hassanzade, Akbar; Moradi, Azam
2013-01-01
Background: Term of doing computer games among teenagers is growing rapidly. This popular phenomenon can cause physical and psychosocial issues in them. Therefore, this study examined the relationship between computer games and quality of life domains in adolescents aging 12-15 years. Materials and Methods: In a cross-sectional study using the 2-stage stratified cluster sampling method, 444 male and female students in Borkhar were selected. The data collection tool consisted of 1) World Health Organization Quality Of Life – BREF questionnaire and 2) personal information questionnaire. The data were analyzed by Pearson correlation, Spearman correlation, chi-square, independent t-tests and analysis of covariance. Findings: The total mean score of quality of life in students was 67.11±13.34. The results showed a significant relationship between the age of starting to play games and the overall quality of life score and its fourdomains (range r=–0.13 to –0.18). The mean of overall quality of life score in computer game users was 68.27±13.03 while it was 64.81±13.69 among those who did not play computer games and the difference was significant (P=0.01). There were significant differences in environmental and mental health domains between the two groups (P<0.05). However, there was no significant relationship between BMI with the time spent and the type of computer games. Conclusion: Playing computer games for a short time under parental supervision can have positive effects on quality of life in adolescents. However, spending long hours for playing computer games may have negative long-term effects. PMID:24083270
ERIC Educational Resources Information Center
Eow, Yee Leng; Wan Ali, Wan Zah bte; Mahmud, Rosnaini bt.; Baki, Roselan
2009-01-01
The main purpose of the study was to address the association between computer games and students' academic achievement. The exceptional growth in numbers of children playing computer games, the uneasiness and incomplete understanding foundation when starting the discussion on computer games have stimulated this study to be conducted. From a survey…
Energy expenditure in adolescents playing new generation computer games.
Graves, Lee; Stratton, Gareth; Ridgers, N D; Cable, N T
2008-07-01
To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games. Cross sectional comparison of four computer games. Setting Research laboratories. Six boys and five girls aged 13-15 years. Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports). Predicted energy expenditure, compared using repeated measures analysis of variance. Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kl/kg/min), tennis (202.5 (31.5) kl/kg/min), and boxing (198.1 (33.9) kl/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kl/kg/min) (P<0.001). Predicted energy expenditure was at least 65.1 (95% confidence interval 47.3 to 82.9) kl/kg/min greater when playing active rather than sedentary games. Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.
Computer Tablet Games' Effect on Young Children's Self-Concept
ERIC Educational Resources Information Center
Moawad, Ruba Abdel Matloub
2017-01-01
Playing in general has a positive effect on child development; yet with the advancement of technology, the way children play has changed, and the effects of their play have changed as well. Some studies have shown an overall negative effect of electronic games, while others have reported the opposite. This study aims to investigate the effects of…
ERIC Educational Resources Information Center
Ulke-Kurkcuoglu, Burcu; Bozkurt, Funda; Cuhadar, Selmin
2015-01-01
This study aims to investigate the effectiveness of the instruction process provided through computer-assisted activity schedules in the instruction of on-schedule and role-play skills to children with autism spectrum disorder. Herein, a multiple probe design with probe conditions across participants among single subject designs was used. Four…
Aliyari, Hamed; Kazemi, Masoomeh; Tekieh, Elaheh; Salehi, Maryam; Sahraei, Hedayat; Daliri, Mohammad Reza; Agaei, Hassan; Minaei-Bidgoli, Behrouz; Lashgari, Reza; Srahian, Nahid; Hadipour, Mohammad Mehdi; Salehi, Mostafa; Ranjbar Aghdam, Asghar
2015-01-01
Introduction: Computer games have attracted remarkable attentions in general publics with different cultures and their effects are subject of research by cognitive neuroscientists. In the present study, possible effects of the game Fifa 2015 on cognitive performance, hormonal levels, and electroencephalographic (EEG) signals were evaluated in young male volunteers. Methods: Thirty two subjects aged 20 years on average participated mutually in playing computer game Fifa 2015. Identification information and general knowledge about the game were collected. Saliva samples from the contestants were obtained before and after the competition. Perceptive and cognitive performance including the general cognitive health, response delay, attention maintenance, and mental fatigue were measured using PASAT test. EEG were recorded during the play using EEG device and analyzed later using QEEG. Simultaneously, the players’ behavior were recorded using a video camera. Saliva cortisol levels were assessed by ELISA kit. Data were analyzed by SPSS program. Results: The impact of playing computer games on cortisol concentration of saliva before and after the game showed that the amount of saliva plasma after playing the game has dropped significantly. Also the impact of playing computer games on mental health, before and after the game indicated that the number of correct answers has not changed significantly. This indicates that sustained attention has increased in participants after the game in comparison with before that. Also it is shown that mental fatigue measured by PASAT test, did not changed significantly after the game in comparison to before that. The impact of game on changes in brain waves showed that the subjects in high activity state during playing the game had higher power of the EEG signals in most of the channels in lower frequency bands in compared to normal state. Discussion: The present study showed that computer games can positively affect the stress system and the perceptual-cognitive system. Even though this impact was not significant in most cases, the changes in cognitive and hormonal test and also in brain waves were visible. Hence, due to the importance of this matter, it is necessary to create control systems in selecting the types of games for playing. PMID:26904177
Aliyari, Hamed; Kazemi, Masoomeh; Tekieh, Elaheh; Salehi, Maryam; Sahraei, Hedayat; Daliri, Mohammad Reza; Agaei, Hassan; Minaei-Bidgoli, Behrouz; Lashgari, Reza; Srahian, Nahid; Hadipour, Mohammad Mehdi; Salehi, Mostafa; Ranjbar Aghdam, Asghar
2015-07-01
Computer games have attracted remarkable attentions in general publics with different cultures and their effects are subject of research by cognitive neuroscientists. In the present study, possible effects of the game Fifa 2015 on cognitive performance, hormonal levels, and electroencephalographic (EEG) signals were evaluated in young male volunteers. Thirty two subjects aged 20 years on average participated mutually in playing computer game Fifa 2015. Identification information and general knowledge about the game were collected. Saliva samples from the contestants were obtained before and after the competition. Perceptive and cognitive performance including the general cognitive health, response delay, attention maintenance, and mental fatigue were measured using PASAT test. EEG were recorded during the play using EEG device and analyzed later using QEEG. Simultaneously, the players' behavior were recorded using a video camera. Saliva cortisol levels were assessed by ELISA kit. Data were analyzed by SPSS program. The impact of playing computer games on cortisol concentration of saliva before and after the game showed that the amount of saliva plasma after playing the game has dropped significantly. Also the impact of playing computer games on mental health, before and after the game indicated that the number of correct answers has not changed significantly. This indicates that sustained attention has increased in participants after the game in comparison with before that. Also it is shown that mental fatigue measured by PASAT test, did not changed significantly after the game in comparison to before that. The impact of game on changes in brain waves showed that the subjects in high activity state during playing the game had higher power of the EEG signals in most of the channels in lower frequency bands in compared to normal state. The present study showed that computer games can positively affect the stress system and the perceptual-cognitive system. Even though this impact was not significant in most cases, the changes in cognitive and hormonal test and also in brain waves were visible. Hence, due to the importance of this matter, it is necessary to create control systems in selecting the types of games for playing.
Hispanic women overcoming deterrents to computer science: A phenomenological study
NASA Astrophysics Data System (ADS)
Herling, Lourdes
The products of computer science are important to all aspects of society and are tools in the solution of the world's problems. It is, therefore, troubling that the United States faces a shortage in qualified graduates in computer science. The number of women and minorities in computer science is significantly lower than the percentage of the U.S. population which they represent. The overall enrollment in computer science programs has continued to decline with the enrollment of women declining at a higher rate than that of men. This study addressed three aspects of underrepresentation about which there has been little previous research: addressing computing disciplines specifically rather than embedding them within the STEM disciplines, what attracts women and minorities to computer science, and addressing the issues of race/ethnicity and gender in conjunction rather than in isolation. Since women of underrepresented ethnicities are more severely underrepresented than women in general, it is important to consider whether race and ethnicity play a role in addition to gender as has been suggested by previous research. Therefore, this study examined what attracted Hispanic women to computer science specifically. The study determines whether being subjected to multiple marginalizations---female and Hispanic---played a role in the experiences of Hispanic women currently in computer science. The study found five emergent themes within the experiences of Hispanic women in computer science. Encouragement and role models strongly influenced not only the participants' choice to major in the field, but to persist as well. Most of the participants experienced a negative atmosphere and feelings of not fitting in while in college and industry. The interdisciplinary nature of computer science was the most common aspect that attracted the participants to computer science. The aptitudes participants commonly believed are needed for success in computer science are the Twenty-First Century skills problem solving, creativity, and critical thinking. While not all the participants had experience with computers or programming prior to attending college, experience played a role in the self-confidence of those who did.
Are Heavy Users of Computer Games and Social Media More Computer Literate?
ERIC Educational Resources Information Center
Appel, Markus
2012-01-01
Adolescents spend a substantial part of their leisure time with playing games and using social media such as Facebook. The present paper examines the link between adolescents' computer and Internet activities and computer literacy (defined as the ability to work with a computer efficiently). A cross-sectional study with N = 200 adolescents, aged…
Evidence of Gender Disparity in Children's Computer Use and Activities.
ERIC Educational Resources Information Center
Land, M. J.
This multi-method study examines the differences in male and female computer use in the home of children ages 9-14. Long interviews, observations, and surveys with children show males spend more time on the computer, but not on-line, than females. Males and females engage in different computer activities. They play computer games about the same…
NASA Astrophysics Data System (ADS)
Joseph, Dolly Rebecca Doran
The playing of computer games is one of the most popular non-school activities of children, particularly boys, and is often the entry point to greater facility with and use of other computer applications. Children are learning skills as they play, but what they learn often does not generalize beyond application to that and other similar games. Nevertheless, games have the potential to develop in students the knowledge and skills described by national and state educational standards. This study focuses upon middle-school aged children, and how they react to and respond to computer games designed for entertainment and educational purposes, within the context of science learning. Through qualitative, case study methodology, the game play, evaluation, and modification experiences of four diverse middle-school-aged students in summer camps are analyzed. The inquiry focused on determining the attributes of computer games that appeal to middle school students, the aspects of science that appeal to middle school children, and ultimately, how science games might be designed to appeal to middle school children. Qualitative data analysis led to the development of a method for describing players' activity modes during game play, rather than the conventional methods that describe game characteristics. These activity modes are used to describe the game design preferences of the participants. Recommendations are also made in the areas of functional, aesthetic, and character design and for the design of educational games. Middle school students may find the topical areas of forensics, medicine, and the environment to be of most interest; designing games in and across these topic areas has the potential for encouraging voluntary science-related play. Finally, when including children in game evaluation and game design activities, results suggest the value of providing multiple types of activities in order to encourage the full participation of all children.
Computer Games as Therapy for Persons with Stroke.
Lauterbach, Sarah A; Foreman, Matt H; Engsberg, Jack R
2013-02-01
Stroke affects approximately 800,000 individuals each year, with 65% having residual impairments. Studies have demonstrated that mass practice leads to regaining motor function in affected extremities; however, traditional therapy does not include the repetitions needed for this recovery. Videogames have been shown to be good motivators to complete repetitions. Advances in technology and low-cost hardware bring new opportunities to use computer games during stroke therapy. This study examined the use of the Microsoft (Redmond, WA) Kinect™ and Flexible Action and Articulated Skeleton Toolkit (FAAST) software as a therapy tool to play existing free computer games on the Internet. Three participants attended a 1-hour session where they played two games with upper extremity movements as game controls. Video was taken for analysis of movement repetitions, and questions were answered about participant history and their perceptions of the games. Participants remained engaged through both games; regardless of previous computer use all participants successfully played two games. Five minutes of game play averaged 34 repetitions of the affected extremity. The Intrinsic Motivation Inventory showed a high level of satisfaction in two of the three participants. The Kinect Sensor with the FAAST software has the potential to be an economical tool to be used alongside traditional therapy to increase the number of repetitions completed in a motivating and engaging way for clients.
The Effects of Modern Mathematics Computer Games on Mathematics Achievement and Class Motivation
ERIC Educational Resources Information Center
Kebritchi, Mansureh; Hirumi, Atsusi; Bai, Haiyan
2010-01-01
This study examined the effects of a computer game on students' mathematics achievement and motivation, and the role of prior mathematics knowledge, computer skill, and English language skill on their achievement and motivation as they played the game. A total of 193 students and 10 teachers participated in this study. The teachers were randomly…
ERIC Educational Resources Information Center
Zendler, Andreas; Klaudt, Dieter
2012-01-01
The significance of computer science for economics and society is undisputed. In particular, computer science is acknowledged to play a key role in schools (e.g., by opening multiple career paths). The provision of effective computer science education in schools is dependent on teachers who are able to properly represent the discipline and whose…
ERIC Educational Resources Information Center
Hatzigianni, Maria
2014-01-01
This exploratory study investigated young children's beliefs and opinions about computers by actively involving children in the research project. Fifty two children, four to six years old, were asked a set of questions about their favourite activities and their opinions on computer use before and after a seven month computer intervention…
Computer Use within a Play-Based Early Years Curriculum
ERIC Educational Resources Information Center
Howard, Justine; Miles, Gareth E.; Rees-Davies, Laura
2012-01-01
Early years curricula promote learning through play and in addition emphasise the development of computer literacy. Previous research, however, has described that teachers feel unprepared to integrate Information and Communication Technology (ICT) and play. Also, whereas research has suggested that effective computer use in the early years is…
Home media and children's achievement and behavior.
Hofferth, Sandra L
2010-01-01
This study provides a national picture of the time American 6- to 12-year-olds spent playing video games, using the computer, and watching TV at home in 1997 and 2003, and the association of early use with their achievement and behavior as adolescents. Girls benefited from computer use more than boys, and Black children benefited more than White children. Greater computer use in middle childhood was associated with increased achievement for White and Black girls, and for Black but not White boys. Increased video game play was associated with an improved ability to solve applied problems for Black girls but lower verbal achievement for all girls. For boys, increased video game play was linked to increased aggressive behavior problems. © 2010 The Author. Child Development © 2010 Society for Research in Child Development, Inc.
Effects of video game playing on cerebral blood flow in young adults: a SPECT study.
Chou, Yuan-Hwa; Yang, Bang-Hung; Hsu, Ju-Wei; Wang, Shyh-Jen; Lin, Chun-Lung; Huang, Kai-Lin; Chien Chang, Alice; Lee, Shin-Min
2013-04-30
To study the impact of video game playing on the human brain, the effects of two video games playing on cerebral blood flow (CBF) in young adults were determined. Thirty healthy subjects comprising 18 males and 12 females who were familiar with video game playing were recruited. Each subject underwent three sessions of single photon emission computed tomography (SPECT) with a bolus injection of 20 mCi (99m)Tc ECD IV to measure their CBF. The first measurement was performed as baseline, the second and third measurements were performed after playing two different video games for 30 min, respectively. Statistic parametric mapping (SPM2) with Matlab 6.5 implemented on a personal computer was used for image analysis. CBF was significantly decreased in the prefrontal cortex and significantly increased in the temporal and occipital cortices after both video games playing. Furthermore, decreased CBF in the anterior cingulate cortex (ACC) which was significantly correlated with the number of killed characters was found after the violent game playing. The major finding of hypo-perfusion in prefrontal regions after video game playing is consistent with a previous study showing reduced or abnormal prefrontal cortex functions after video game playing. The second finding of decreased CBF in the ACC after playing the violent video game provides support for a previous hypothesis that the ACC might play a role in regulating violent behavior. Copyright © 2012 Elsevier Ireland Ltd. All rights reserved.
ERIC Educational Resources Information Center
Rasmusson, Maria; Åberg-Bengtsson, Lisbeth
2015-01-01
Data from a Swedish PISA-sample were used (1) to identify a digital reading factor, (2) to investigate gender differences in this factor (if found), and (3) to explore how computer game playing might relate to digital reading performance and gender. The analyses were conducted with structural equation modeling techniques. In addition to an overall…
Lamb, Richard; Annetta, Leonard; Hoston, Douglas; Shapiro, Marina; Matthews, Benjamin
2018-06-01
Video games with violent content have raised considerable concern in popular media and within academia. Recently, there has been considerable attention regarding the claim of the relationship between aggression and video game play. The authors of this study propose the use of a new class of tools developed via computational models to allow examination of the question of whether there is a relationship between violent video games and aggression. The purpose of this study is to computationally model and compare the General Aggression Model with the Diathesis Mode of Aggression related to the play of violent content in video games. A secondary purpose is to provide a method of measuring and examining individual aggression arising from video game play. Total participants examined for this study are N = 1065. This study occurs in three phases. Phase 1 is the development and quantification of the profile combination of traits via latent class profile analysis. Phase 2 is the training of the artificial neural network. Phase 3 is the comparison of each model as a computational model with and without the presence of video game violence. Results suggest that a combination of environmental factors and genetic predispositions trigger aggression related to video games.
Systems Concepts and Computer-Managed Instruction: An Implementation and Validation Study.
ERIC Educational Resources Information Center
Dick, Walter; Gallagher, Paul
The Florida State model of computer-managed instruction (CMI) differs from other such models in that it assumes a student will achieve his maximum performance level by interacting directly with the computer in order to evaluate his learning experience. In this system the computer plays the role of real-time diagnostician and prescriber for the…
Playing Violent Video and Computer Games and Adolescent Self-Concept.
ERIC Educational Resources Information Center
Funk, Jeanne B.; Buchman, Debra D.
1996-01-01
Documents current adolescent electronic game-playing habits, exploring associations among preference for violent games, frequency and location of play, and self-concept. Identifies marked gender differences in game-playing habits and in scores on a self-perception profile. Finds that for girls, more time playing video or computer games is…
Engineering Play: A Cultural History of Children's Software
ERIC Educational Resources Information Center
Ito, Mizuko
2009-01-01
Today, computers are part of kids' everyday lives, used both for play and for learning. We envy children's natural affinity for computers, the ease with which they click in and out of digital worlds. Thirty years ago, however, the computer belonged almost exclusively to business, the military, and academia. In "Engineering Play," Mizuko Ito…
Mental Rotation Ability and Computer Game Experience
ERIC Educational Resources Information Center
Gecu, Zeynep; Cagiltay, Kursat
2015-01-01
Computer games, which are currently very popular among students, can affect different cognitive abilities. The purpose of the present study is to examine undergraduate students' experiences and preferences in playing computer games as well as their mental rotation abilities. A total of 163 undergraduate students participated. The results showed a…
Online mentalising investigated with functional MRI.
Kircher, Tilo; Blümel, Isabelle; Marjoram, Dominic; Lataster, Tineke; Krabbendam, Lydia; Weber, Jochen; van Os, Jim; Krach, Sören
2009-05-01
For successful interpersonal communication, inferring intentions, goals or desires of others is highly advantageous. Increasingly, humans also interact with computers or robots. In this study, we sought to determine to what degree an interactive task, which involves receiving feedback from social partners that can be used to infer intent, engaged the medial prefrontal cortex, a region previously associated with Theory of Mind processes among others. Participants were scanned using fMRI as they played an adapted version of the Prisoner's Dilemma Game with alleged human and computer partners who were outside the scanner. The medial frontal cortex was activated when both human and computer partner were played, while the direct contrast revealed significantly stronger signal change during the human-human interaction. The results suggest a link between activity in the medial prefrontal cortex and the partner played in a mentalising task. This signal change was also present for to the computers partner. Implying agency or a will to non-human actors might be an innate human resource that could lead to an evolutionary advantage.
ERIC Educational Resources Information Center
Smith, Glenn Gordon
2012-01-01
This study compared books with embedded computer games (via pentop computers with microdot paper and audio feedback) with regular books with maps, in terms of fifth graders' comprehension and retention of spatial details from stories. One group read a story in hard copy with embedded computer games, the other group read it in regular book format…
Peng, Wei; Liu, Ming; Mou, Yi
2008-04-01
ABSTRACT This study investigates whether individual difference influences idiosyncratic experience of game playing. In particular, we examine the relationship between the game player's physical-aggressive personality and the aggressiveness of the player's game playing in violence-oriented video games. Screen video stream of 40 individual participants' game playing was captured and content analyzed. Participants' physical aggression was measured before the game play. The results suggest that people with more physical-aggressive personality engage in a more aggressive style of playing, after controlling the differences of gender and previous gaming experience. Implications of these findings and direction for future studies are discussed.
ERIC Educational Resources Information Center
Kell, Diane; And Others
This paper presents findings from a recently completed study of the use of computers in primary classrooms as one source of evidence concerning the role technology can play in school restructuring efforts. The sites for the study were selected by Apple Computer, Inc. in the spring of 1988 and included 43 classrooms in 10 schools in 6 large, mostly…
Ebrahimpour, Fatemeh; Sadeghi, Narges; Najafi, Mostafa; Iraj, Bijan; Shahrokhi, Akram
2015-01-01
Background: Diabetic children and their families experience high level stress because of daily insulin injection. Objectives: This study was conducted to investigate the impact of an interactive computer game on behavioral distress due to insulin injection among diabetic children. Patients and Methods: In this clinical trial, thirty children (3-12 years) with type 1 diabetes who needed daily insulin injection were recruited and allocated randomly into two groups. Children in intervention groups received an interactive computer game and asked to play at home for a week. No special intervention was done for control group. The behavioral distress of groups was assessed before, during and after the intervention by Observational Scale of Behavioral Distress–Revised (OSBD-R). Results: Repeated measure ANOVA test showed no significantly difference of OSBD-R over time for control group (P = 0.08), but this changes is signification in the study group (P = 0.001). Comparison mean score of distress were significantly different between two groups (P = 0.03). Conclusions: According to the findings, playing interactive computer game can decrease behavioral distress induced by insulin injection in type 1 diabetic children. It seems this game can be beneficial to be used alongside other interventions. PMID:26199708
It's Just a Game, Right? Types of Play in Foreign Language CMC
ERIC Educational Resources Information Center
Warner, Chantelle N.
2004-01-01
This study focuses on the various playful uses of language that occurred during a semester-long study of two German language courses using one type of synchronous network-based medium, the MOO. Research and use of synchronous computer-mediated communication (CMC) have flourished in the study of second-language acquisition (SLA) since the late…
GAMMON: An Approach to the Concept of Strategy in Game-Playing Programs.
ERIC Educational Resources Information Center
Bushey, William Edward
In order to investigate the use of strategies in a game-playing computer program, "Gammon," a computer program that plays Backgammon, was developed. It focuses on the play of a given strategy, as well as the process of strategy selection, and examines the concept of strategy as an integrating and driving force in the play of a game. A…
Chumbley, Justin; Griffiths, Mark
2006-06-01
Previous research on computer games has tended to concentrate on their more negative effects (e.g., addiction, increased aggression). This study departs from the traditional clinical and social learning explanations for these behavioral phenomena and examines the effect of personality, in-game reinforcement characteristics, gender, and skill on the emotional state of the game-player. Results demonstrated that in-game reinforcement characteristics and skill significantly effect a number of affective measures (most notably excitement and frustration). The implications of the impact of game-play on affect are discussed with reference to the concepts of "addiction" and "aggression."
Computer-Assisted Intervention for Children with Low Numeracy Skills
ERIC Educational Resources Information Center
Rasanen, Pekka; Salminen, Jonna; Wilson, Anna J.; Aunio, Pirjo; Dehaene, Stanislas
2009-01-01
We present results of a computer-assisted intervention (CAI) study on number skills in kindergarten children. Children with low numeracy skill (n = 30) were randomly allocated to two treatment groups. The first group played a computer game (The Number Race) which emphasized numerical comparison and was designed to train number sense, while the…
The Dimensionality and Correlates of Flow in Human-Computer Interactions.
ERIC Educational Resources Information Center
Webster, Jane; And Others
1993-01-01
Defines playfulness in human-computer interactions in terms of flow theory and explores the dimensionality of the flow concept. Two studies are reported that investigated the factor structure and correlates of flow in human-computer interactions: one examined MBA students using Lotus 1-2-3 spreadsheet software, and one examined employees using…
Chapter 4. Students' Attitudes toward Computer Games
ERIC Educational Resources Information Center
Russian Education and Society, 2004
2004-01-01
In this chapter, the authors attempt not only to discern aspects that relate to age, place, and the amount of time devoted to playing computer games in adolescence, but also to study content characteristics of their attitudes such as: the developmental dynamic in the change of their genre preferences in computer games, changes in factors that…
Musicians Crossing Musical Instrument Gender Stereotypes: A Study of Computer-Mediated Communication
ERIC Educational Resources Information Center
Abeles, Harold F.; Hafeli, Mary; Sears, Colleen
2014-01-01
This study examined computer-mediated communication (CMC) -- blogs and responses to YouTube postings -- to better understand how CMCs reflect adolescents' attitudes towards musicians playing instruments that cross gender stereotypes. Employing purposive sampling, we used specific search terms, such as "girl drummer", to identify a…
2018-01-05
research team recorded fMRI or event-related potentials while subjects were playing two cognitive games . At the first experiment, human subjects played a...theory-of-mind bilateral game with two types of computerized agents: with or without humanlike cues. At the second experiment, human subjects played...a unilateral game in which the human subjects played the role of the Coach (or supervisor) while a computer agent played as the Player
A socioeconomic related 'digital divide' exists in how, not if, young people use computers.
Harris, Courtenay; Straker, Leon; Pollock, Clare
2017-01-01
Government initiatives have tried to ensure uniform computer access for young people; however a divide related to socioeconomic status (SES) may still exist in the nature of information technology (IT) use. This study aimed to investigate this relationship in 1,351 Western Australian children between 6 and 17 years of age. All participants had computer access at school and 98.9% at home. Neighbourhood SES was related to computer use, IT activities, playing musical instruments, and participating in vigorous physical activity. Participants from higher SES neighbourhoods were more exposed to school computers, reading, playing musical instruments, and vigorous physical activity. Participants from lower SES neighbourhoods were more exposed to TV, electronic games, mobile phones, and non-academic computer activities at home. These patterns may impact future economic, academic, and health outcomes. Better insight into neighbourhood SES influences will assist in understanding and managing the impact of computer use on young people's health and development.
A socioeconomic related 'digital divide' exists in how, not if, young people use computers
2017-01-01
Government initiatives have tried to ensure uniform computer access for young people; however a divide related to socioeconomic status (SES) may still exist in the nature of information technology (IT) use. This study aimed to investigate this relationship in 1,351 Western Australian children between 6 and 17 years of age. All participants had computer access at school and 98.9% at home. Neighbourhood SES was related to computer use, IT activities, playing musical instruments, and participating in vigorous physical activity. Participants from higher SES neighbourhoods were more exposed to school computers, reading, playing musical instruments, and vigorous physical activity. Participants from lower SES neighbourhoods were more exposed to TV, electronic games, mobile phones, and non-academic computer activities at home. These patterns may impact future economic, academic, and health outcomes. Better insight into neighbourhood SES influences will assist in understanding and managing the impact of computer use on young people’s health and development. PMID:28362868
ERIC Educational Resources Information Center
Sorebo, Oystein; Haehre, Reidar
2012-01-01
The purpose of this study is to explain students' perceived relevance of playing an educational game as a means for development of discipline competence. Based on self-determination theory and the concept of personal interest, we propose that: Satisfying students' basic needs for competence, autonomy, and relatedness when playing educational games…
Using Activity Theory to Understand Intergenerational Play: The Case of Family Quest
ERIC Educational Resources Information Center
Siyahhan, Sinem; Barab, Sasha A.; Downton, Michael P.
2010-01-01
We implemented a five-week family program called "Family Quest" where parents and children ages 9 to 13 played Quest Atlantis, a multiuser 3D educational computer game, at a local after-school club for 90-minute sessions. We used activity theory as a conceptual and an analytical framework to study the nature of intergenerational play, the…
ERIC Educational Resources Information Center
Hamlen, Karla R.
2009-01-01
This study explored relationships between time spent playing video games in a typical week and general creativity, as measured by a common assessment. One hundred eighteen students in 4th and 5th grades answered questions about their video game play and completed the Torrance Tests of Creative Thinking (Torrance, Orlow, & Safter, 1990). While…
The MORPG-Based Learning System for Multiple Courses: A Case Study on Computer Science Curriculum
ERIC Educational Resources Information Center
Liu, Kuo-Yu
2015-01-01
This study aimed at developing a Multiplayer Online Role Playing Game-based (MORPG) Learning system which enabled instructors to construct a game scenario and manage sharable and reusable learning content for multiple courses. It used the curriculum of "Introduction to Computer Science" as a study case to assess students' learning…
Building Cognition: The Construction of Computational Representations for Scientific Discovery.
Chandrasekharan, Sanjay; Nersessian, Nancy J
2015-11-01
Novel computational representations, such as simulation models of complex systems and video games for scientific discovery (Foldit, EteRNA etc.), are dramatically changing the way discoveries emerge in science and engineering. The cognitive roles played by such computational representations in discovery are not well understood. We present a theoretical analysis of the cognitive roles such representations play, based on an ethnographic study of the building of computational models in a systems biology laboratory. Specifically, we focus on a case of model-building by an engineer that led to a remarkable discovery in basic bioscience. Accounting for such discoveries requires a distributed cognition (DC) analysis, as DC focuses on the roles played by external representations in cognitive processes. However, DC analyses by and large have not examined scientific discovery, and they mostly focus on memory offloading, particularly how the use of existing external representations changes the nature of cognitive tasks. In contrast, we study discovery processes and argue that discoveries emerge from the processes of building the computational representation. The building process integrates manipulations in imagination and in the representation, creating a coupled cognitive system of model and modeler, where the model is incorporated into the modeler's imagination. This account extends DC significantly, and we present some of the theoretical and application implications of this extended account. Copyright © 2014 Cognitive Science Society, Inc.
Dregval, Liudmila; Petrauskiene, Ausra
2009-01-01
In 2008, an international survey on obesity among first-graders and its risk factors was performed in Lithuania. The objective of this study was to assess physical activity of first-graders during leisure time according to family socioeconomic status. The study was performed in Siauliai region schools selected randomly in 2008. The anonymous questionnaires were distributed among 630 first-graders and filled out by 515 parents (response rate was 81.8%). It was showed that physical activity of first-graders during leisure time is insufficient. More than half of them (60.4%) did not attend sports or dancing clubs; children spent much time passively watching TV or playing on a computer. Mostly children watched TV for 2 hours on workdays (45.1%) and for 3 hours or more on weekends (41.4%). Mostly children spent about an hour per day playing on a computer: one-third of first-graders spent it on workdays; during weekends, the percentage of children spending about an hour per day playing on a computer was lower (28.5%). One-third of first-graders (36.9%) spent their leisure time outside for 3 or more hours on workdays and 87.1% on weekends independently of parents' educational level, income, and place of residence. The associations between family socioeconomic status and physical activity of children were observed. The lowest percentage of children attending sports or dancing clubs and playing computer games was seen in low-income families and families where parents had low educational level. They spent more time outside (on workdays) compared with those children whose parents had university education and high income. Fewer first-graders from families living in villages than those living in cities attended sports or dancing clubs and played on a computer, but more of them spent leisure time outside.
Families and Home Computer Use: Exploring Parent Perceptions of the Importance of Current Technology
ERIC Educational Resources Information Center
Ortiz, Robert W.; Green, Tim; Lim, HeeJeong
2011-01-01
Many families today have access to computers that help them with their daily living activities, such as finding employment and helping children with schoolwork. With more families owning personal computers, questions arise as to the role they play in these households. An exploratory study was conducted looking at parents whose children were…
USDA-ARS?s Scientific Manuscript database
Recently, wearable computers have become new members in the family of mobile electronic devices, adding new functions to those provided by smartphones and tablets. As "always-on" miniature computers in the personal space, they will play increasing roles in the field of healthcare. In this work, we p...
The Influence of an Educational Computer Game on Children's Cultural Identities
ERIC Educational Resources Information Center
Chen, Hsiang-Ping; Lien, Chi-Jui; Annetta, Len; Lu, Yu-Ling
2010-01-01
This study develops an educational computer game, FORmosaHope (FH), to explore the influences that an educational computer game might have on children's cultural identities. FH is a role-playing game, in which children can actively explore a mini-world to learn about science, technology, and society. One hundred and thirty sixth-graders, about…
Video game playing time and cardiometabolic risk in adolescents: the AFINOS study.
Martinez-Gómez, David; Gomez-Martinez, Sonia; Ruiz, Jonatan R; Ortega, Francisco B; Marcos, Ascension; Veiga, Oscar L
2012-09-22
We aimed to examine the association of video games playing time with cardiometabolic risk biomarkers in adolescents. This study comprised 181 adolescents (88 girls), aged 13- to 17 years old. Moderate-to-vigorous physical activity (MVPA) was measured by accelerometry, and video game playing time in computer and console was self-reported. Waist circumference, systolic blood pressure (BP) and diastolic BP, mean arterial pressure, HDL-cholesterol, LDL-cholesterol, total cholesterol, triglycerides, glucose, insulin, and apolipoproteins A-1 and B-100 were measured. Computer games use was not significantly associated with any biomarker (P>0.1) but the time spent using console games was positively associated with diastolic BP, mean arterial pressure, triglycerides, and a clustered cardiometabolic risk score. These results were independent of age, sex, pubertal stage, MVPA, and WC. These results support some evidence regarding a plausible unfavorable role of playing (console) video games on cardiometabolic health in adolescence. Copyright © 2012 Elsevier España, S.L. All rights reserved.
Virtually compliant: Immersive video gaming increases conformity to false computer judgments.
Weger, Ulrich W; Loughnan, Stephen; Sharma, Dinkar; Gonidis, Lazaros
2015-08-01
Real-life encounters with face-to-face contact are on the decline in a world in which many routine tasks are delegated to virtual characters-a development that bears both opportunities and risks. Interacting with such virtual-reality beings is particularly common during role-playing videogames, in which we incarnate into the virtual reality of an avatar. Video gaming is known to lead to the training and development of real-life skills and behaviors; hence, in the present study we sought to explore whether role-playing video gaming primes individuals' identification with a computer enough to increase computer-related social conformity. Following immersive video gaming, individuals were indeed more likely to give up their own best judgment and to follow the vote of computers, especially when the stimulus context was ambiguous. Implications for human-computer interactions and for our understanding of the formation of identity and self-concept are discussed.
The Effects of Computer-Simulation Game Training on Participants' Opinions on Leadership Styles
ERIC Educational Resources Information Center
Siewiorek, Anna; Gegenfurtner, Andreas; Lainema, Timo; Saarinen, Eeli; Lehtinen, Erno
2013-01-01
The objective of this study is to elucidate new information on the possibility of leadership training through business computer-simulation gaming in a virtual working context. In the study, a business-simulation gaming session was organised for graduate students ("n"?=?26). The participants played the simulation game in virtual teams…
Excessive Use of Massively Multi-Player Online Role-Playing Games: A Pilot Study
ERIC Educational Resources Information Center
Hussain, Zaheer; Griffiths, Mark D.
2009-01-01
Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovations in the area of online computer gaming. This pilot study set out to examine the psychological and social effects of online gaming using an online questionnaire with particular reference to excessive and "dependent" online gaming. A self-selecting…
Integrating Computer-Mediated Communication Strategy Instruction
ERIC Educational Resources Information Center
McNeil, Levi
2016-01-01
Communication strategies (CSs) play important roles in resolving problematic second language interaction and facilitating language learning. While studies in face-to-face contexts demonstrate the benefits of communication strategy instruction (CSI), there have been few attempts to integrate computer-mediated communication and CSI. The study…
Hale, Leigh A; Satherley, Jessica A; McMillan, Nicole J; Milosavljevic, Stephan; Hijmans, Juha M; King, Marcus J
2012-01-01
This article reports on the perceptions of 14 adults with chronic stroke who participated in a pilot study to determine the utility, acceptability, and potential efficacy of using an adapted CyWee Z handheld game controller to play a variety of computer games aimed at improving upper-limb function. Four qualitative in-depth interviews and two focus groups explored participant perceptions. Data were thematically analyzed with the general inductive approach. Participants enjoyed playing the computer games with the technology. The perceived benefits included improved upper-limb function, concentration, and balance; however, six participants reported shoulder and/or arm pain or discomfort, which presented while they were engaged in play but appeared to ease during rest. Participants suggested changes to the games and provided opinions on the use of computer games in rehabilitation. Using an adapted CyWee Z controller and computer games in upper-limb rehabilitation for people with chronic stroke is an acceptable and potentially beneficial adjunct to rehabilitation. The development of shoulder pain was a negative side effect for some participants and requires further investigation.
ERIC Educational Resources Information Center
Wang, Lan-Ting; Lee, Kun-Chou
2014-01-01
The vision plays an important role in educational technologies because it can produce and communicate quite important functions in teaching and learning. In this paper, learners' preference for the visual complexity on small screens of mobile computers is studied by neural networks. The visual complexity in this study is divided into five…
An affordable, computerised, table-based exercise system for stroke survivors.
King, Marcus; Hale, Leigh; Pekkari, Anna; Persson, Martin; Gregorsson, Malin; Nilsson, Mikaela
2010-07-01
Loss of hand function as a result of upper limb paresis after a stroke leads to reduced independence. Robotic-assisted therapy with virtual reality leads to improvements in motor function, but there is a need to improve the cost-benefit ratio of these therapies. This case series study investigated augmented reality computer games which provided a rewarded, goal-directed task to upper limb rehabilitation via a gravity supported reaching task. A computer game was developed to motivate chronic stroke survivors to undertake gravity supported reaching tasks performed on a table, and a focus group study investigated the application of this device for rehabilitation. From the focus group, a simple device was developed to improve the quality of the exercise and a further focus group study investigated a variety of computer games to determine motivations for undertaking rehabilitation exercises. Of the four participants in the case study, two showed improvement in ability to play the game and in arm function. Participants enjoyed playing a range of computer games and felt that the system provided a worthwhile exercise. Motivation for undertaking exercise with the system included: intellectual stimulation during game play, feedback such as game score, gaining physical benefits from the exercise, the system tolerating varying levels of disability, ability to relate to the game and ability to use the system in social groups. A low-cost device has been developed which increases the exercise of gravity supported reaching movements, provides goal-directed tasks with rewards and motivates the user to undertake extended rehabilitation.
The influence of violent and nonviolent computer games on implicit measures of aggressiveness.
Bluemke, Matthias; Friedrich, Monika; Zumbach, Joerg
2010-01-01
We examined the causal relationship between playing violent video games and increases in aggressiveness by using implicit measures of aggressiveness, which have become important for accurately predicting impulsive behavioral tendencies. Ninety-six adults were randomly assigned to play one of three versions of a computer game that differed only with regard to game content (violent, peaceful, or abstract game), or to work on a reading task. In the games the environmental context, mouse gestures, and physiological arousal-as indicated by heart rate and skin conductance-were kept constant. In the violent game soldiers had to be shot, in the peaceful game sunflowers had to be watered, and the abstract game simply required clicking colored triangles. Five minutes of play did not alter trait aggressiveness, yet an Implicit Association Test detected a change in implicit aggressive self-concept. Playing a violent game produced a significant increase in implicit aggressive self-concept relative to playing a peaceful game. The well-controlled study closes a gap in the research on the causality of the link between violence exposure in computer games and aggressiveness with specific regard to implicit measures. We discuss the significance of importing recent social-cognitive theory into aggression research and stress the need for further development of aggression-related implicit measures.
Are the effects of Unreal violent video games pronounced when playing with a virtual reality system?
Arriaga, Patrícia; Esteves, Francisco; Carneiro, Paula; Monteiro, Maria Benedicta
2008-01-01
This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants--148 undergraduate students--were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression. Copyright 2008 Wiley-Liss, Inc.
Social Learning in MMOG: An Activity Theoretical Perspective
ERIC Educational Resources Information Center
Ang, Chee Siang; Zaphiris, Panayiotis
2008-01-01
Purpose: Recently, researchers have begun investigating the learning process that occurs within computer games (learning to play), as opposed to studying games that support explicit learning for educational purposes (playing to learn). With the increasing popularity of massively multiplayer online games (MMOGs), some research has begun to look…
Evolution and Natural Selection: Learning by Playing and Reflecting
ERIC Educational Resources Information Center
Herrero, David; del Castillo, Héctor; Monjelat, Natalia; García-Varela, Ana Belén; Checa, Mirian; Gómez, Patricia
2014-01-01
Scientific literacy is more than the simple reproduction of traditional school science knowledge and requires a set of skills, among them identifying scientific issues, explaining phenomena scientifically and using scientific evidence. Several studies have indicated that playing computer games in the classroom can support the development of…
ERIC Educational Resources Information Center
Zhang, Li; Beach, Richard; Sheng, Yue
2016-01-01
As computers and the Internet are increasingly employed in language teaching and learning, preparing teachers for the impending reality of online teaching is of paramount importance. This study investigated 10 in-service teachers participating in an online role-play as part of a digital education methods course to acquire an understanding of the…
Distinguishing humans from computers in the game of go: A complex network approach
NASA Astrophysics Data System (ADS)
Coquidé, C.; Georgeot, B.; Giraud, O.
2017-08-01
We compare complex networks built from the game of go and obtained from databases of human-played games with those obtained from computer-played games. Our investigations show that statistical features of the human-based networks and the computer-based networks differ, and that these differences can be statistically significant on a relatively small number of games using specific estimators. We show that the deterministic or stochastic nature of the computer algorithm playing the game can also be distinguished from these quantities. This can be seen as a tool to implement a Turing-like test for go simulators.
Results from a pilot study of a computer-based role-playing game for young people with psychosis.
Olivet, Jeffrey; Haselden, Morgan; Piscitelli, Sarah; Kenney, Rachael; Shulman, Alexander; Medoff, Deborah; Dixon, Lisa
2018-03-15
Recent research on first episode psychosis (FEP) has demonstrated the effectiveness of coordinated specialty care (CSC) models to support young adults and their families, yet few tools exist to promote engagement in care. This study aimed to develop a prototype computer-based role-playing game (RPG) designed for young people who have experienced FEP, and conduct a pilot study to determine feasibility and test whether the game improves consumers' attitudes toward treatment and recovery. Twenty young people with FEP who were receiving services at a CSC program enrolled in the study and played the game for 1 hour. Pre- and post-quantitative assessments measured change in hope, recovery, stigma, empowerment and engagement in treatment. Qualitative interviews explored participants' experience with the game and ideas for further product development. Participants showed significant increase in positive attitudes toward recovery. The qualitative findings further demonstrated the game's positive impact across these domains. Of all game features, participants most highly valued video testimonials of other young adults with FEP telling their stories of hope and recovery. These findings provide modest support for the potential benefits of this type of computer-based RPG, if further developed for individuals experiencing psychosis. © 2018 John Wiley & Sons Australia, Ltd.
Oultram, Stuart
2013-12-01
In the wake of the Corrupted Blood incident, which afflicted the massively multiplayer online computer role-playing game World of Warcraft in 2005, it has been suggested that both, the incident itself and massively multiplayer online computer role-playing games in general, can be utilised to inform and assist real-world epidemic and public health research. In this paper, I engage critically with these claims.
Effective affective user interface design in games.
Johnson, Daniel; Wiles, Janet
It is proposed that games, which are designed to generate positive affect, are most successful when they facilitate flow (Csikszentmihalyi 1992). Flow is a state of concentration, deep enjoyment, and total absorption in an activity. The study of games, and a resulting understanding of flow in games can inform the design of non-leisure software for positive affect. The paper considers the ways in which computer games contravene Nielsen's guidelines for heuristic evaluation (Nielsen and Molich 1990) and how these contraventions impact on flow. The paper also explores the implications for research that stem from the differences between games played on a personal computer and games played on a dedicated console. This research takes important initial steps towards defining how flow in computer games can inform affective design.
ERIC Educational Resources Information Center
Johnson, James E.; Christie, James F.
2009-01-01
This article examines how play is affected by computers and digital toys. Research indicates that when computer software targeted at children is problem-solving oriented and open-ended, children tend to engage in creative play and interact with peers in a positive manner. On the other hand, drill-and-practice programs can be quite boring and limit…
Regenbogen, Christina; Herrmann, Manfred; Fehr, Thorsten
2010-01-01
Studies investigating the effects of violent computer and video game playing have resulted in heterogeneous outcomes. It has been assumed that there is a decreased ability to differentiate between virtuality and reality in people that play these games intensively. FMRI data of a group of young males with (gamers) and without (controls) a history of long-term violent computer game playing experience were obtained during the presentation of computer game and realistic video sequences. In gamers the processing of real violence in contrast to nonviolence produced activation clusters in right inferior frontal, left lingual and superior temporal brain regions. Virtual violence activated a network comprising bilateral inferior frontal, occipital, postcentral, right middle temporal, and left fusiform regions. Control participants showed extended left frontal, insula and superior frontal activations during the processing of real, and posterior activations during the processing of virtual violent scenarios. The data suggest that the ability to differentiate automatically between real and virtual violence has not been diminished by a long-term history of violent video game play, nor have gamers' neural responses to real violence in particular been subject to desensitization processes. However, analyses of individual data indicated that group-related analyses reflect only a small part of actual individual different neural network involvement, suggesting that the consideration of individual learning history is sufficient for the present discussion.
Examining the Relationship between Digital Game Preferences and Computational Thinking Skills
ERIC Educational Resources Information Center
Yildiz, Hatice Durak; Yilmaz, Fatma Gizem Karaoglan; Yilmaz, Ramazan
2017-01-01
The purpose of this study is to identify whether computational thinking skills among secondary school students differ depending on the type of digital games they play. The participants of this study were 202 secondary school students at 5th, 6th, 7th and 8th grades during 2016-2017 academic year. Correlational survey method was used during this…
Computer Self-Efficacy, Competitive Anxiety and Flow State: Escaping from Firing Online Game
ERIC Educational Resources Information Center
Hong, Jon-Chao; Pei-Yu, Chiu; Shih, Hsiao-Feng; Lin, Pei-Shin; Hong, Jon-Chao
2012-01-01
Flow state in game playing affected by computer self-efficacy and game competitive anxiety was studied. In order to examine the effect of those constructs with high competition, this study select "Escaping from firing online game" which require college students to escape from fire and rescue people and eliminate the fire damage along the way of…
Lin, Hsien-Cheng; Chiu, Yu-Hsien; Chen, Yenming J; Wuang, Yee-Pay; Chen, Chiu-Ping; Wang, Chih-Chung; Huang, Chien-Ling; Wu, Tang-Meng; Ho, Wen-Hsien
2017-11-01
This study developed an interactive computer game-based visual perception learning system for special education children with developmental delay. To investigate whether perceived interactivity affects continued use of the system, this study developed a theoretical model of the process in which learners decide whether to continue using an interactive computer game-based visual perception learning system. The technology acceptance model, which considers perceived ease of use, perceived usefulness, and perceived playfulness, was extended by integrating perceived interaction (i.e., learner-instructor interaction and learner-system interaction) and then analyzing the effects of these perceptions on satisfaction and continued use. Data were collected from 150 participants (rehabilitation therapists, medical paraprofessionals, and parents of children with developmental delay) recruited from a single medical center in Taiwan. Structural equation modeling and partial-least-squares techniques were used to evaluate relationships within the model. The modeling results indicated that both perceived ease of use and perceived usefulness were positively associated with both learner-instructor interaction and learner-system interaction. However, perceived playfulness only had a positive association with learner-system interaction and not with learner-instructor interaction. Moreover, satisfaction was positively affected by perceived ease of use, perceived usefulness, and perceived playfulness. Thus, satisfaction positively affects continued use of the system. The data obtained by this study can be applied by researchers, designers of computer game-based learning systems, special education workers, and medical professionals. Copyright © 2017 Elsevier B.V. All rights reserved.
01010000 01001100 01000001 01011001: Play Elements in Computer Programming
ERIC Educational Resources Information Center
Breslin, Samantha
2013-01-01
This article explores the role of play in human interaction with computers in the context of computer programming. The author considers many facets of programming including the literary practice of coding, the abstract design of programs, and more mundane activities such as testing, debugging, and hacking. She discusses how these incorporate the…
Negative correlates of computer game play in adolescents.
Colwell, J; Payne, J
2000-08-01
There is some concern that playing computer games may be associated with social isolation, lowered self-esteem, and aggression among adolescents. Measures of these variables were included in a questionnaire completed by 204 year eight students at a North London comprehensive school. Principal components analysis of a scale to assess needs fulfilled by game play provided some support for the notion of 'electronic friendship' among boys, but there was no evidence that game play leads to social isolation. Play was not linked to self-esteem in girls, but a negative relationship was obtained between self-esteem and frequency of play in boys. However, self-esteem was not associated with total exposure to game play. Aggression scores were not related to the number of games with aggressive content named among three favourite games, but they were positively correlated with total exposure to game play. A multiple regression analysis revealed that sex and total game play exposure each accounted for a significant but small amount of the variance in aggression scores. The positive correlation between playing computer games and aggression provides some justification for further investigation of the causal hypothesis, and possible methodologies are discussed.
The Play Theory and Computer Games Using in Early Childhood Education
ERIC Educational Resources Information Center
Gerkushenko, Svetlana; Gerkushenko, Georgy
2014-01-01
The article describes the role of play in child's development and identifies the characteristics of mature play in preschool age. The paper gives an overview of the computer games for preschool children used in Russian kindergartens. The research conducted with 50 Russian kindergarten teachers provides the analysis of the most important factors of…
Playing with Technology: Is It All Bad?
ERIC Educational Resources Information Center
Slutsky, Ruslan; Slutsky, Mindy; DeShelter, Lori M.
2014-01-01
Technology now plays a very large role in the way children of all ages play. Children want access to technology, so parents and teachers must determine the best ways to present it to them. Computers are a popular form of technology for children as young as age three. With that in mind, computer games should be problem-solving oriented and…
Computer Games and Instruction
ERIC Educational Resources Information Center
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed.
2011-01-01
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Computer Experience and Gender Differences in Undergraduate Mental Rotation Performance.
ERIC Educational Resources Information Center
De Lisi, Richard; Cammarano, Diane M.
1996-01-01
This study surveyed undergraduates (27 men, 83 women) to investigate gender differences in mental rotation. It compared pretesting on the Vandenberg Test of Mental Rotation (VTMR) and posttesting after two sessions of computer games. Men typically scored higher on pretest VTMR. After playing a game requiring mental rotation of figures, women…
Trainee Teachers' e-Learning Experiences of Computer Play
ERIC Educational Resources Information Center
Wright, Pam
2009-01-01
Pam Wright highlights the role of technology in providing situated learning opportunities for preservice teachers to explore the role commercial computer games may have in primary education. In a study designed to assess the effectiveness of an online unit on gaming incorporated into a course on learning technologies, Wright found that thoughtful…
Human Skill in a Computerized Society: Complex Skills and Their Acquisition.
ERIC Educational Resources Information Center
Lesgold, Alan M.
1986-01-01
This paper discusses some of the issues raised for cognitive psychologists by the computer revolution together with the role that psychologists with computer training ought to play, especially in the study of how people acquire complex skills. The issues addressed include: (1) the competition between humans and intelligent machines; (2) the…
Development of a Computer-Based Visualised Quantitative Learning System for Playing Violin Vibrato
ERIC Educational Resources Information Center
Ho, Tracy Kwei-Liang; Lin, Huann-shyang; Chen, Ching-Kong; Tsai, Jih-Long
2015-01-01
Traditional methods of teaching music are largely subjective, with the lack of objectivity being particularly challenging for violin students learning vibrato because of the existence of conflicting theories. By using a computer-based analysis method, this study found that maintaining temporal coincidence between the intensity peak and the target…
ERIC Educational Resources Information Center
Hetzroni, Orit E.; Tannous, Juman
2004-01-01
This study investigated the use of computer-based intervention for enhancing communication functions of children with autism. The software program was developed based on daily life activities in the areas of play, food, and hygiene. The following variables were investigated: delayed echolalia, immediate echolalia, irrelevant speech, relevant…
The Higher-Education Market: Patterns of Responsibility, Purchasing, & Influence. A Market Study.
ERIC Educational Resources Information Center
John Minter Associates, Inc., Boulder, CO.
Roles played by the executive team in higher education, including their involvement in planning, purchasing, computer use on campus, and management, were surveyed. Tables and summaries address the roles of chief executive officers, chief academic officers, chief business officers, department heads, and computer center directors, as well as how…
User Experience in Digital Games: Differences between Laboratory and Home
ERIC Educational Resources Information Center
Takatalo, Jari; Hakkinen, Jukka; Kaistinen, Jyrki; Nyman, Gote
2011-01-01
Playing entertainment computer, video, and portable games, namely, digital games, is receiving more and more attention in academic research. Games are studied in different situations with numerous methods, but little is known about if and how the playing situation affects the user experience (UX) in games. In addition, it is hard to understand and…
Current Issues in the Use of Virtual Simulations for Dismounted Soldier Training
2006-06-01
technology and the experience of Soldiers playing video games has tremendous appeal. Are Soldiers as familiar with these games as we assume, and how well do...IMTS evaluation described earlier reported a mean of 9.5 hours (median 6.5 hours) per week playing computer or video games . A sample of 27 Infantry...playing computer or video games . However, 7% and 22% of the Soldiers in these samples, respectively, did not play video games . Beal and Christ
Preferred computer activities among individuals with dementia: a pilot study.
Tak, Sunghee H; Zhang, Hongmei; Hong, Song Hee
2015-03-01
Computers offer new activities that are easily accessible, cognitively stimulating, and enjoyable for individuals with dementia. The current descriptive study examined preferred computer activities among nursing home residents with different severity levels of dementia. A secondary data analysis was conducted using activity observation logs from 15 study participants with dementia (severe = 115 logs, moderate = 234 logs, and mild = 124 logs) who participated in a computer activity program. Significant differences existed in preferred computer activities among groups with different severity levels of dementia. Participants with severe dementia spent significantly more time watching slide shows with music than those with both mild and moderate dementia (F [2,12] = 9.72, p = 0.003). Preference in playing games also differed significantly across the three groups. It is critical to consider individuals' interests and functional abilities when computer activities are provided for individuals with dementia. A practice guideline for tailoring computer activities is detailed. Copyright 2015, SLACK Incorporated.
ERIC Educational Resources Information Center
Jashinsky, Jared; Gay, Jennifer; Hansen, Nathan; Muilenburg, Jessica
2017-01-01
Background: TV viewing and computer game use may both limit physical activity, but only TV viewing may promote a poorer diet due to exposure to food advertising and availability of the hands for snacking. Purpose: The purpose of this study was to investigate relationships between the different screen times and type 2 diabetes markers among youth.…
Using a Computer Game to Teach School-Aged Children about Asthma
ERIC Educational Resources Information Center
Greer, Mary; Lin, Lijia; Atkinson, Robert K.
2017-01-01
The purpose of this study was to determine whether playing "Quest for the Code"™, a computer game designed to teach children about asthma, would help healthy children acquire knowledge about and attitudes towards asthma and whether the beneficial effects would be maintained over time. The sample consisted of 155 children from four middle…
ERIC Educational Resources Information Center
Thomas, Shailendra Nelle
2010-01-01
Purpose, scope, and method of study: Although computer technology has been a part of the educational community for many years, it is still not used at its optimal capacity (Gosmire & Grady, 2007b; Trotter, 2007). While teachers were identified early as playing important roles in the success of technology implementation, principals were often…
The Socioemotional Effects of a Computer-Simulated Animal on Children's Empathy and Humane Attitudes
ERIC Educational Resources Information Center
Tsai, Yueh-Feng Lily; Kaufman, David M.
2009-01-01
This study investigated the potential of using a computer-simulated animal in a handheld virtual pet videogame to improve children's empathy and humane attitudes. Also investigated was whether sex differences existed in children's development of empathy and humane attitudes resulting from play, as well as their feelings for a virtual pet. The…
Home Media and Children's Achievement and Behavior
ERIC Educational Resources Information Center
Hofferth, Sandra L.
2010-01-01
This study provides a national picture of the time American 6- to 12-year-olds spent playing video games, using the computer, and watching TV at home in 1997 and 2003, and the association of early use with their achievement and behavior as adolescents. Girls benefited from computer use more than boys, and Black children benefited more than White…
Role Play in Blended Learning: A Case Study Exploring the Impact of Story and Other Elements
ERIC Educational Resources Information Center
Dracup, Mary
2008-01-01
Role play is an increasingly popular technique in tertiary education, being student centred, constructivist and suitable for a range of subject areas. The choice of formats is wide open, with options ranging from the traditional face to face performance through to multi-user online computer games. Some teachers prefer to take advantage of features…
Peretz, Chava; Korczyn, Amos D; Shatil, Evelyn; Aharonson, Vered; Birnboim, Smadar; Giladi, Nir
2011-01-01
Many studies have suggested that cognitive training can result in cognitive gains in healthy older adults. We investigated whether personalized computerized cognitive training provides greater benefits than those obtained by playing conventional computer games. This was a randomized double-blind interventional study. Self-referred healthy older adults (n = 155, 68 ± 7 years old) were assigned to either a personalized, computerized cognitive training or to a computer games group. Cognitive performance was assessed at baseline and after 3 months by a neuropsychological assessment battery. Differences in cognitive performance scores between and within groups were evaluated using mixed effects models in 2 approaches: adherence only (AO; n = 121) and intention to treat (ITT; n = 155). Both groups improved in cognitive performance. The improvement in the personalized cognitive training group was significant (p < 0.03, AO and ITT approaches) in all 8 cognitive domains. However, in the computer games group it was significant (p < 0.05) in only 4 (AO) or 6 domains (ITT). In the AO analysis, personalized cognitive training was significantly more effective than playing games in improving visuospatial working memory (p = 0.0001), visuospatial learning (p = 0.0012) and focused attention (p = 0.0019). Personalized, computerized cognitive training appears to be more effective than computer games in improving cognitive performance in healthy older adults. Further studies are needed to evaluate the ecological validity of these findings. Copyright © 2011 S. Karger AG, Basel.
Ustinavičienė, Ruta; Škėmienė, Lina; Lukšienė, Dalia; Radišauskas, Ričardas; Kalinienė, Gintarė; Vasilavičius, Paulius
2016-01-01
Computers and the Internet have become an integral part of today's life. Problematic gaming is related to adolescent's health. The aim of our study was to evaluate the prevalence of Internet addiction among 13-18-year-old schoolchildren and its relation to sex, age, and time spent playing computer games, game type, and subjective health evaluation. A total of 1806 schoolchildren aged 13-18 years were interviewed. The evaluation of Internet addiction was conducted by the Diagnostic Questionnaire according to Young's methodology. The relation between the choice of computer games type, time spent while playing computer games and respondents' Internet addiction were assessed by using multivariate logistic regression analysis. One-tenth (10.6%) of the boys and 7.7% of the girls aged 13-18 years were Internet addicted. Internet addiction was associated with the type of computer game (action or combat vs. logic) among boys (OR=2.42; 95% CI, 1.03-5.67) and with the amount of time spent playing computer games per day during the last month (≥5 vs. <5h) among girls (OR=2.10; 95% CI, 1.19-3.70). The boys who were addicted to the Internet were more likely to rate their health poorer in comparison to their peers who were not addicted to the Internet (OR=2.48; 95% CI, 1.33-4.62). Internet addiction was significantly associated with poorer self-rated health among boys. Copyright © 2016 The Lithuanian University of Health Sciences. Production and hosting by Elsevier Urban & Partner Sp. z o.o. All rights reserved.
Correlates of video games playing among adolescents in an Islamic country
2010-01-01
Background No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing. Methods This cross-sectional study was performed with a random sample of 444 adolescents recruited from eight middle schools. A self-administered, anonymous questionnaire covered socio-demographics, video gaming behaviors, mental health status, self-reported aggressive behaviors, and perceived side effects of video game playing. Results Overall, participants spent an average of 6.3 hours per week playing video games. Moreover, 47% of participants reported that they had played one or more intensely violent games. Non-gamers reported suffering poorer mental health compared to excessive gamers. Both non-gamers and excessive gamers overall reported suffering poorer mental health compared to low or moderate players. Participants who initiated gaming at younger ages were more likely to score poorer in mental health measures. Participants' self-reported aggressive behaviors were associated with length of gaming. Boys, but not girls, who reported playing video games excessively showed more aggressive behaviors. A multiple binary logistic regression shows that when controlling for other variables, older students, those who perceived less serious side effects of video gaming, and those who have personal computers, were more likely to report that they had played video games excessively. Conclusion Our data show a curvilinear relationship between video game playing and mental health outcomes, with "moderate" gamers faring best and "excessive" gamers showing mild increases in problematic behaviors. Interestingly, "non-gamers" clearly show the worst outcomes. Therefore, both children and parents of non-game players should be updated about the positive impact of moderate video gaming. Educational interventions should also be designed to educate adolescents and their parents of the possible harmful impact of excessive video game playing on their health and psychosocial functioning. PMID:20507610
Correlates of video games playing among adolescents in an Islamic country.
Allahverdipour, Hamid; Bazargan, Mohsen; Farhadinasab, Abdollah; Moeini, Babak
2010-05-27
No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing. This cross-sectional study was performed with a random sample of 444 adolescents recruited from eight middle schools. A self-administered, anonymous questionnaire covered socio-demographics, video gaming behaviors, mental health status, self-reported aggressive behaviors, and perceived side effects of video game playing. Overall, participants spent an average of 6.3 hours per week playing video games. Moreover, 47% of participants reported that they had played one or more intensely violent games. Non-gamers reported suffering poorer mental health compared to excessive gamers. Both non-gamers and excessive gamers overall reported suffering poorer mental health compared to low or moderate players. Participants who initiated gaming at younger ages were more likely to score poorer in mental health measures. Participants' self-reported aggressive behaviors were associated with length of gaming. Boys, but not girls, who reported playing video games excessively showed more aggressive behaviors. A multiple binary logistic regression shows that when controlling for other variables, older students, those who perceived less serious side effects of video gaming, and those who have personal computers, were more likely to report that they had played video games excessively. Our data show a curvilinear relationship between video game playing and mental health outcomes, with "moderate" gamers faring best and "excessive" gamers showing mild increases in problematic behaviors. Interestingly, "non-gamers" clearly show the worst outcomes. Therefore, both children and parents of non-game players should be updated about the positive impact of moderate video gaming. Educational interventions should also be designed to educate adolescents and their parents of the possible harmful impact of excessive video game playing on their health and psychosocial functioning.
Modeling Memory for Language Understanding.
1982-02-01
Abstract Research on natural language understanding by computer has shown that the nature and organization of memory plays j central role in the...block number) Research on natural language understanding by computer has shown that the nature and organization of memory plays a central role in the...understanding mechanism. Further we claim that such reminding is at the root of how we learn. Issues such as these have played an important part in shaping the
ERIC Educational Resources Information Center
Van Eck, Richard
This study looked at the effect of contextual advisement and competition on transfer of mathematics skills in a computer-based instructional simulation game and simulation in which game participants helped their "aunt and uncle" fix up a house. Competition referred to whether or not the participant was playing against a computer…
Collaborative and Competitive Video Games for Teaching Computing in Higher Education
ERIC Educational Resources Information Center
Smith, Spencer; Chan, Samantha
2017-01-01
This study measures the success of using a collaborative and competitive video game, named Space Race, to teach computing to first year engineering students. Space Race is played by teams of four, each with their own tablet, collaborating to compete against the other teams in the class. The impact of the game on student learning was studied…
Effects of Violent and Non-Violent Computer Game Content on Memory Performance in Adolescents
ERIC Educational Resources Information Center
Maass, Asja; Kollhorster, Kirsten; Riediger, Annemarie; MacDonald, Vanessa; Lohaus, Arnold
2011-01-01
The present study focuses on the short-term effects of electronic entertainment media on memory and learning processes. It compares the effects of violent versus non-violent computer game content in a condition of playing and in another condition of watching the same game. The participants consisted of 83 female and 94 male adolescents with a mean…
Design and evaluation of a computer game to promote a healthy diet for young adults.
Peng, Wei
2009-03-01
This article reports the development and evaluation of a computer game (RightWay Café) as a special medium to promote a healthy diet for young adults. Structural features of computer games, such as interactive tailoring, role playing, the element of fun, and narrative, were operationalized in the RightWay Café game to afford behavior rehearsal in a safe and entertaining way. Theories such as the health belief model, social cognitive theory, and theory of reasoned action guided the content design of the game to influence mediators of behavior change, including self-efficacy, perceived benefits, perceived barriers, and behavior change intention. A randomized controlled evaluation study with pretest, posttest, and follow-up design demonstrated that this game was effective in teaching nutrition and weight management knowledge and increasing people's self-efficacy and perceived benefits of healthy eating, as well as their intention to be on a healthy diet. Limited long-term effects were also found: participants in the game-playing group had greater self-efficacy than participants in the control group after 1 month. This study validates the computer game-based approach to health promotion for young adults. Limitations and implications are also discussed.
Practice Makes Poorer: Practice Gambling Modes and Their Effects on Real-Play in Simulated Roulette
ERIC Educational Resources Information Center
Bednarz, Jana; Delfabbro, Paul; King, Daniel
2013-01-01
The aim of this study was to examine the role of free-play modes on gambling behaviour in computer-based roulette. Eighty participants were randomly allocated to one of four pre-exposure conditions: no exposure (control group), a loss condition, a break-even and a profit condition in which the return to player was greater than 100%. Behavioural…
Comparisons of some large scientific computers
NASA Technical Reports Server (NTRS)
Credeur, K. R.
1981-01-01
In 1975, the National Aeronautics and Space Administration (NASA) began studies to assess the technical and economic feasibility of developing a computer having sustained computational speed of one billion floating point operations per second and a working memory of at least 240 million words. Such a powerful computer would allow computational aerodynamics to play a major role in aeronautical design and advanced fluid dynamics research. Based on favorable results from these studies, NASA proceeded with developmental plans. The computer was named the Numerical Aerodynamic Simulator (NAS). To help insure that the estimated cost, schedule, and technical scope were realistic, a brief study was made of past large scientific computers. Large discrepancies between inception and operation in scope, cost, or schedule were studied so that they could be minimized with NASA's proposed new compter. The main computers studied were the ILLIAC IV, STAR 100, Parallel Element Processor Ensemble (PEPE), and Shuttle Mission Simulator (SMS) computer. Comparison data on memory and speed were also obtained on the IBM 650, 704, 7090, 360-50, 360-67, 360-91, and 370-195; the CDC 6400, 6600, 7600, CYBER 203, and CYBER 205; CRAY 1; and the Advanced Scientific Computer (ASC). A few lessons learned conclude the report.
Computer games: a double-edged sword?
Sun, De-Lin; Ma, Ning; Bao, Min; Chen, Xang-Chuan; Zhang, Da-Ren
2008-10-01
Excessive computer game playing (ECGP) has already become a serious social problem. However, limited data from experimental lab studies are available about the negative consequences of ECGP on players' cognitive characteristics. In the present study, we compared three groups of participants (current ECGP participants, previous ECGP participants, and control participants) on a Multiple Object Tracking (MOT) task. The previous ECGP participants performed significantly better than the control participants, which suggested a facilitation effect of computer games on visuospatial abilities. Moreover, the current ECGP participants performed significantly worse than the previous ECGP participants. This more important finding indicates that ECGP may be related to cognitive deficits. Implications of this study are discussed.
NASA Technical Reports Server (NTRS)
Trinh, H. P.; Gross, K. W.
1989-01-01
Computational studies have been conducted to examine the capability of a CFD code by simulating the steady state thrust chamber internal flow. The SSME served as the sample case, and significant parameter profiles are presented and discussed. Performance predictions from TDK, the recommended JANNAF reference computer program, are compared with those from PHOENICS to establish the credibility of its results. The investigation of an overexpanded nozzle flow is particularly addressed since it plays an important role in the area ratio selection of future rocket engines. Experience gained during this uncompleted flow separation study and future steps are outlined.
Six Suggestions for Research on Games in Cognitive Science.
Chabris, Christopher F
2017-04-01
Games are more varied and occupy more of daily life than ever before. At the same time, the tools available to study game play and players are more powerful than ever, especially massive data sets from online platforms and computational engines that can accurately evaluate human decisions. This essay offers six suggestions for future cognitive science research on games: (1) Don't forget about chess, (2) Look beyond action games and chess, (3) Use (near)-optimal play to understand human play and players, (4) Investigate social phenomena, (5) Raise the standards for studies of games as treatments, (6) Talk to real experts. Copyright © 2017 Cognitive Science Society, Inc.
[The effects of computer-use on adolescents].
Stefănescu, C; Chele, Gabriela; Chiriţă, V; Chiriţă, Roxana; Mavros, M; Macarie, G; Ilinca, M
2005-01-01
Computers continue to play a vital role in today's generation. The need for information about the effects of computers on their users also increases. The purpose of this study is to investigate how children and adolescents use a computer and to explore the beneficial and harmful effects of computer use on children's mental and physical health. The studied group of samples comprised 69 subjects, aged between 13 and 18 years, who answered to a questionnaire. The parents of the children also answered another questionnaire with the same subject. Data have been statistically processed using the program SPSS. The results were obtained about computer use and the pathological use was identified. Some children spend much time on computers, 4% more than five hours/day. 41% of the parents believe that the usage of the computer is favorable to the children's mental and physical health and development, 49% of parents believe that the computer may be harmful. 1.4% of the children had pathological use of the computer.
Effects of Playing a Serious Computer Game on Body Mass Index and Nutrition Knowledge in Women.
Shiyko, Mariya; Hallinan, Sean; Seif El-Nasr, Magy; Subramanian, Shree; Castaneda-Sceppa, Carmen
2016-06-02
Obesity and weight gain is a critical public health concern. Serious digital games are gaining popularity in the context of health interventions. They use persuasive and fun design features to engage users in health-related behaviors in a non-game context. As a young field, research about effectiveness and acceptability of such games for weight loss is sparse. The goal of this study was to evaluate real-world play patterns of SpaPlay and its impact on body mass index (BMI) and nutritional knowledge. SpaPlay is a computer game designed to help women adopt healthier dietary and exercise behaviors, developed based on Self-Determination theory and the Player Experience of Need Satisfaction (PENS) model. Progress in the game is tied to real-life activities (e.g., eating a healthy snack, taking a flight of stairs). We recruited 47 women to partake in a within-subject 90-day longitudinal study, with assessments taken at baseline, 1-, 2-, and 3- months. Women were on average, 29.8 years old (±7.3), highly educated (80.9% had BA or higher), 39% non-White, baseline BMI 26.98 (±5.6), who reported at least contemplating making changes in their diet and exercise routine based on the Stages of Change Model. We computed 9 indices from game utilization data to evaluate game play. We used general linear models to examine inter-individual differences between levels of play, and multilevel models to assess temporal changes in BMI and nutritional knowledge. Patterns of game play were mixed. Participants who reported being in the preparation or action stages of behavior change exhibited more days of play and more play regularity compared to those who were in the contemplation stage. Additionally, women who reported playing video games 1-2 hours per session demonstrated more sparse game play. Brief activities, such as one-time actions related to physical activity or healthy food, were preferred over activities that require a longer commitment (e.g., taking stairs every day for a week). BMI decreased significantly (P<.001) from baseline to 3-month follow-up, yielding a large effect size of 1.28. Nutritional knowledge increased significantly (P<.001) from first to third month follow-ups, with an effect size of .86. The degree of change in both outcomes was related to game play, baseline readiness to change, and the extent of video game play in general. This work demonstrates initial evidence of success for using a serious game as an intervention for health behavior change in real world settings. Our findings also highlight the need to understand not only game effectiveness but also inter-individual differences. Individualizing content and the intervention medium appears to be necessary for a more personalized and long-lasting impact.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Banken, M.K.; Andrews, R.
The Oklahoma Geological Survey (OGS), the Geo Information Systems department, and the School of Petroleum and Geological Engineering at the University of Oklahoma are engaged in a five-year program to identify and address Oklahoma`s oil recovery opportunities in fluvial-dominated deltaic (FDD) reservoirs. This program includes a systematic and comprehensive collection and evaluation of information on all FDD oil reservoirs in Oklahoma and the recovery technologies that have been (or could be) applied to those reservoirs with commercial success. During 1996, three highly successful FDD workshops involving 6 producing formations (4 plays) were completed: (1) Layton and Osage-Layton April 17 (2)more » Prue and Skinner June 19 and 26 (3) Cleveland October 17 (4) Peru October 17 (combined with Cleveland play). Each play was presented individually using the adopted protocol of stratigraphic interpretations, a regional overview, and two or more detailed field studies. The project goal was to have one field study from each play selected for waterflood simulation in order to demonstrate enhanced recovery technologies that can be used to recovery secondary oil. In this effort, software utilized for reservoir simulation included Eclipse and Boast 111. In some cases, because of poor production records and inadequate geologic data, field studies completed in some plays were not suitable for modeling. All of the workshops included regional sandstone trend analysis, updated field boundary identification, a detailed bibliography and author reference map, and detailed field studies. Discussion of general FDD depositional concepts was also given. In addition to the main workshop agenda, the workshops provided computer mapping demonstrations and rock cores with lithologic and facies interpretations. In addition to the workshops, other elements of FDD program were improved during 1996. Most significant was the refinement of NRIS MAPS - a user-friendly computer program designed to access NRIS data and interface with mapping software such as Arc View in order to produce various types of information maps. Most commonly used are well base maps for field studies, lease production maps, and regional maps showing well production codes, formation show codes, well spud dates, and well status codes. These regional maps are valuable in identifying areas of by-passed oil production, field trends, and time periods of development for the various FDD plays in Oklahoma. Besides maps, NRIS MAPS provides data in table format which can be used to generate production decline curves and estimates of cumulative hydrocarbon production for leases and fields. Additionally, many computer-related services were provided by support staff concerning technical training, private consultation, computer mapping, and data acquisition.« less
Phylo: A Citizen Science Approach for Improving Multiple Sequence Alignment
Kam, Alfred; Kwak, Daniel; Leung, Clarence; Wu, Chu; Zarour, Eleyine; Sarmenta, Luis; Blanchette, Mathieu; Waldispühl, Jérôme
2012-01-01
Background Comparative genomics, or the study of the relationships of genome structure and function across different species, offers a powerful tool for studying evolution, annotating genomes, and understanding the causes of various genetic disorders. However, aligning multiple sequences of DNA, an essential intermediate step for most types of analyses, is a difficult computational task. In parallel, citizen science, an approach that takes advantage of the fact that the human brain is exquisitely tuned to solving specific types of problems, is becoming increasingly popular. There, instances of hard computational problems are dispatched to a crowd of non-expert human game players and solutions are sent back to a central server. Methodology/Principal Findings We introduce Phylo, a human-based computing framework applying “crowd sourcing” techniques to solve the Multiple Sequence Alignment (MSA) problem. The key idea of Phylo is to convert the MSA problem into a casual game that can be played by ordinary web users with a minimal prior knowledge of the biological context. We applied this strategy to improve the alignment of the promoters of disease-related genes from up to 44 vertebrate species. Since the launch in November 2010, we received more than 350,000 solutions submitted from more than 12,000 registered users. Our results show that solutions submitted contributed to improving the accuracy of up to 70% of the alignment blocks considered. Conclusions/Significance We demonstrate that, combined with classical algorithms, crowd computing techniques can be successfully used to help improving the accuracy of MSA. More importantly, we show that an NP-hard computational problem can be embedded in casual game that can be easily played by people without significant scientific training. This suggests that citizen science approaches can be used to exploit the billions of “human-brain peta-flops” of computation that are spent every day playing games. Phylo is available at: http://phylo.cs.mcgill.ca. PMID:22412834
Studying the Elusive Experience in Pervasive Games
ERIC Educational Resources Information Center
Stenros, Jaakko; Waern, Annika; Montola, Markus
2012-01-01
Studying pervasive games is inherently difficult and different from studying computer or board games. This article builds upon the experiences of staging and studying several playful pervasive technology prototypes. It discusses the challenges and pitfalls of evaluating pervasive game prototypes and charts methods that have proven useful in…
Chen, Mei-Yen; Liou, Yiing-Mei; Wu, Jen-Yee
2008-03-01
Television and computers provide significant benefits for learning about the world. Some studies have linked excessive television (TV) watching or computer game playing to disadvantage of health status or some unhealthy behavior among adolescents. However, the relationships between watching TV/playing computer games and adolescents adopting health promoting behavior were limited. This study aimed to discover the relationship between time spent on watching TV and on leisure use of computers and adolescents' health promoting behavior, and associated factors. This paper used secondary data analysis from part of a health promotion project in Taoyuan County, Taiwan. A cross-sectional design was used and purposive sampling was conducted among adolescents in the original project. A total of 660 participants answered the questions appropriately for this work between January and June 2004. Findings showed the mean age of the respondents was 15.0 +/- 1.7 years. The mean numbers of TV watching hours were 2.28 and 4.07 on weekdays and weekends respectively. The mean hours of leisure (non-academic) computer use were 1.64 and 3.38 on weekdays and weekends respectively. Results indicated that adolescents spent significant time watching TV and using the computer, which was negatively associated with adopting health-promoting behaviors such as life appreciation, health responsibility, social support and exercise behavior. Moreover, being boys, being overweight, living in a rural area, and being middle-school students were significantly associated with spending long periods watching TV and using the computer. Therefore, primary health care providers should record the TV and non-academic computer time of youths when conducting health promotion programs, and educate parents on how to become good and healthy electronic media users.
Online computer gaming: a comparison of adolescent and adult gamers.
Griffiths, M D; Davies, Mark N O; Chappell, Darren
2004-02-01
Despite the growing popularity of online game playing, there have been no surveys comparing adolescent and adult players. Therefore, an online questionnaire survey was used to examine various factors of online computer game players (n = 540) who played the most popular online game Everquest. The survey examined basic demographic information, playing frequency (i.e. amount of time spent playing the game a week), playing history (i.e. how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character, the favourite and least favourite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that adolescent gamers were significantly more likely to be male, significantly less likely to gender swap their characters, and significantly more likely to sacrifice their education or work. In relation to favourite aspects of game play, the biggest difference between the groups was that significantly more adolescents than adults claimed their favourite aspect of playing was violence. Results also showed that in general, the younger the player, the longer they spent each week playing.
Using Technology To Enhance Early Literacy through Play.
ERIC Educational Resources Information Center
Liang, Poh-Hwa; Johnson, James
1999-01-01
Discusses technology with reference to children's play, including how technology mixes with the established connection between children's play and emergent literacy and advantages and disadvantages of the three-way intersection of technology, literacy, and play in early childhood education. Addresses play and computers, software, the Internet, and…
Sedentary behaviours and socio-economic status in Spanish adolescents: the AVENA study.
Rey-López, Juan P; Tomas, Concepción; Vicente-Rodriguez, German; Gracia-Marco, Luis; Jiménez-Pavón, David; Pérez-Llamas, Francisca; Redondo, Carlos; Bourdeaudhuij, Ilse De; Sjöström, Michael; Marcos, Ascensión; Chillón, Palma; Moreno, Luis A
2011-04-01
This study aimed to describe the influence of socio-economic status (SES) on the prevalence sedentary behaviours among Spanish adolescents. Cross-sectional data from Spanish adolescents from the Alimentación y Valoración del Estado Nutricional de los Adolescentes (AVENA) Study (2002). A national representative sample of 1776 adolescents aged 13-18.5 years provided information about time spent watching television (TV), playing with computer or videogames and studying. Parental education and occupation were assessed as SES. Participants were categorized by gender, age, parental education and occupation. Logistic regression models were used. No gender differences were found for TV viewing. For computer and videogames use (weekdays), more boys played >3 h/day (P < 0.001), whereas a higher percentage of girls reported studying >3 h/day (P < 0.001). Among boys, parental education and occupation were inversely associated with TV viewing, parental occupation directly associated with study and maternal education inversely with computer and videogames use during weekdays (all P < 0.05). For girls, parental occupation was inversely associated with TV viewing. Spanish adolescents presented different sedentary patterns according to age, gender and SES. Boys reported more time engaged in electronic games, whereas girls reported more time studying. Parental occupation had more influence than parental education on the time spent in sedentary behaviours.
Internet use among Turkish adolescents.
Tahiroglu, Aysegul Yolga; Celik, Gonca G; Uzel, Mehtap; Ozcan, Neslihan; Avci, Ayse
2008-10-01
The aim of this study was to investigate Internet use habits and problematic Internet use (PIU) in Turkish adolescents. Participants were 3,975 undergraduate students, 7.6% of whom used the Internet for more than 12 hours weekly. The Online Cognition Scale (OCS) was used. The most common purpose for using the Internet was playing games, followed by general information search. Female users mostly preferred searching for general information; male users preferred playing games (p < 0.001, gamma = 995.205). The most preferred type of game was violent games. While preference for strategy and fantasy role-play (FRP) games increased with age, preference for other games decreased (p < 0.0001, gamma = 283.767). Participants who used the Internet mostly for general information searches and school-related searches had lower OCS scores (p < 0.0001). The highest OCS scores were related to violent games, followed by FRP, strategy, and sports and motor racing games. Computers and the Internet are useful, important inventions, but like other inventions, if used improperly, they may be harmful. Risk of harm raises concerns about who should use the Internet and computers, and where, when, and why the Internet and computers should be used.
Hosokawa, Takayuki; Watanabe, Masataka
2012-05-30
Humans and animals must work to support their survival and reproductive needs. Because resources are limited in the natural environment, competition is inevitable, and competing successfully is vitally important. However, the neuronal mechanisms of competitive behavior are poorly studied. We examined whether neurons in the lateral prefrontal cortex (LPFC) showed response sensitivity related to a competitive game. In this study, monkeys played a video shooting game, either competing with another monkey or the computer, or playing alone without a rival. Monkeys performed more quickly and more accurately in the competitive than in the noncompetitive games, indicating that they were more motivated in the competitive than in the noncompetitive games. LPFC neurons showed differential activity between the competitive and noncompetitive games showing winning- and losing-related activity. Furthermore, activities of prefrontal neurons differed depending on whether the competition was between monkeys or between the monkey and the computer. These results indicate that LPFC neurons may play an important role in monitoring the outcome of competition and enabling animals to adapt their behavior to increase their chances of obtaining a reward in a socially interactive environment.
Tam, Cynthia; Schwellnus, Heidi; Eaton, Ceilidh; Hamdani, Yani; Lamont, Andrea; Chau, Tom
2007-01-01
Children with severe physical disabilities often lack the physical skills to explore their environment independently, and to play with toys or musical instruments. The movement-to-music (MTM) system is an affordable computer system that allows children with limited movements to play and create music. The present study explored parents' experiences of using the MTM system with their children. A qualitative methodology employing in-depth interview techniques was used with six mothers and their children. The themes extracted from the data were organized under two main concepts of the International Classification of Functioning, Disability, and Health (ICF) (WHO, 2001) framework. The results showed that the MTM expanded horizons for the child along the ICF health dimensions and the MTM had a positive impact on ICF environmental determinants of health. The small sample size should be noted as a limitation of this study. Further research should be carried out with a larger sample of children with restricted mobility to obtain a better understanding of the impact of MTM technology on children's psychosocial development.
Fischer, Peter; Kubitzki, Jörg; Guter, Stephanie; Frey, Dieter
2007-03-01
Research has consistently shown that aggressive video console and PC games elicit aggressive cognitions, affect, and behaviors. Despite the increasing popularity of racing (driving) games, nothing is known about the psychological impact of this genre. This study investigated whether playing racing games affects cognitions, affect, and behaviors that can promote risk taking in actual road traffic situations. In Study 1, the authors found that the frequency of playing racing games was positively associated with competitive driving, obtrusive driving, and car accidents; a negative association with cautious driving was observed. To determine cause and effect, in Study 2, the authors manipulated whether participants played 1 of 3 racing games or 1 of 3 neutral games. Participants who played a racing game subsequently reported a higher accessibility of cognitions and affect positively associated with risk taking than did participants who played a neutral game. Finally, on a more behavioral level, in Study 3, the authors found that men who played a racing game subsequently took higher risks in computer-simulated critical road traffic situations than did men who played a neutral game. Theoretical and practical implications are discussed. ((c) 2007 APA, all rights reserved).
Young children's video/computer game use: relations with school performance and behavior.
Hastings, Erin C; Karas, Tamara L; Winsler, Adam; Way, Erin; Madigan, Amy; Tyler, Shannon
2009-10-01
This study examined the amount and content of children's video game playing in relation with behavioral and academic outcomes. Relationships among playing context, child gender, and parental monitoring were explored. Data were obtained through parent report of child's game play, behavior, and school performance. Results revealed that time spent playing games was related positively to aggression and negatively to school competence. Violent content was correlated positively and educational content negatively with attention problems. Educational games were related to good academic achievement. Results suggest violent games, and a large amount of game play, are related to troublesome behavioral and academic outcomes, but educational games may be related to positive outcomes. Neither gender nor parental monitoring emerged as significant moderators of these effects.
Robots and ICT to support play in children with severe physical disabilities: a systematic review.
van den Heuvel, Renée J F; Lexis, Monique A S; Gelderblom, Gert Jan; Jansens, Rianne M L; de Witte, Luc P
2015-09-02
Play is an essential part of children's lives. Children with physical disabilities experience difficulties in play, especially those with severe physical disabilities. With the progress of innovative technology, the possibilities to support play are increasing. The purpose of this literature study is to gain insight into the aims, control options and commercial availability of information and communication technology (ICT) and robots to support play (especially play for the sake of play) in children with severe physical disabilities. A systematic literature search in the databases PubMed, CINAHL, IEEE and ERIC was carried out. Titles and abstracts were assessed independently by three reviewers. In addition, studies were selected using Google Scholar, conference proceedings and reference lists. Three main groups of technology for play could be distinguished: robots (n = 8), virtual reality systems (n = 15) and computer systems (n = 4). Besides, ICT and robots developed for specific therapy or educational goals using play-like activities, five of the in total 27 technologies in this study described the aim of "play for play's sake". Many ICT systems and robots to support play in children with physical disabilities were found. Numerous technologies use play-like activities to achieve therapeutic or educational goals. Robots especially are used for "play for play's sake". Implications for Rehabilitation This study gives insight into the aims, control options and commercial availability for application of robots and ICT to support play in children with severe physical disabilities. This overview can be used in both the fields of rehabilitation and special education to search for new innovative intervention options and it can stimulate them to use these innovative play materials. Especially robots may have great potential in supporting "play for play's sake".
ERIC Educational Resources Information Center
Van Eck, Richard
This study looks at the roles that competition and context of advisement play in transfer, advisor use, attitude toward mathematics, and attitude toward instruction in a computer-based simulation game that required the use of mathematics skills. It is concluded that for transfer training, non-competitive simulation games might be the best choice,…
ERIC Educational Resources Information Center
Brom, Cyril; Preuss, Michal; Klement, Daniel
2011-01-01
Curricular schooling can benefit from the usage of educational computer games, but it is difficult to integrate them in the formal schooling system. Here, we investigate one possible approach to this integration, which capitalizes on using a micro-game that can be played with a teacher's guidance as a supplement after a traditional expository…
Studying Episodic Access to Personal Digital Activity: Activity Trails Prototype
ERIC Educational Resources Information Center
Cangiano, Gaston R.
2011-01-01
It was just a generation ago that computers entered the workplace. Back then, they only "represented" the work we did, nothing else. But today, some sort of computing device is involved in how we play, how we communicate, how we get our news and of course, how we work. What this means is that today almost all aspects of our lives are "represented"…
ERIC Educational Resources Information Center
Paney, Andrew S.; Kay, Ann C.
2015-01-01
The purpose of this study was to measure the effect of concurrent visual feedback on pitch-matching skill development in third-grade students. Participants played a computer game, "SingingCoach," which scored the accuracy of their singing of the song "America." They followed the contour of the melody on the screen as the…
ERIC Educational Resources Information Center
Vartuli, Sue; And Others
A 16-item evaluation form is presented to aid in selection of appropriate computerized game materials for preschool children. The form was derived from a 32-week-long study involving 66 children 3, 4, and 5 years of age who were allowed to play computer games during free play or work time while attending a modified Montessori preschool program. In…
Virtual Playgrounds? Assessing the Playfulness of Massively Multiplayer Online Role-Playing Games
ERIC Educational Resources Information Center
Graham, Kerrie Lewis
2010-01-01
Millions of children and adults devote much of their leisure time to playing massively multiplayer online role-playing games (MMORPGs). Most observers commonly categorize computer games as a play activity, but this article asks whether MMORPGs contain activities that might not be play. The author examines the phenomenon of online gaming and…
ERIC Educational Resources Information Center
Angier, Natalie
1983-01-01
The Computer Museum in Marlborough, Massachusetts houses old and not-so-old calculators, famous old computers and parts of computers, photographs and assorted memorabilia, computer-generated murals, and even a computer made of Tinkertoys that plays tick-tack-toe. The development of the museum and selected exhibits is described. (Author/JN)
Demographic factors and playing variables in online computer gaming.
Griffiths, Mark D; Davies, Mark N O; Chappell, Darren
2004-08-01
Despite the growing popularity of online game playing, there has been no primary survey of its players. Therefore, an online questionnaire survey was used to examine basic demographic factors of online computer game players who played the popular online game Everquest (i.e., gender, age, marital status, nationality, education level, occupation). The survey also examined playing frequency (i.e., amount of time spent playing the game a week), playing history (i.e., how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character), the favorite and least favorite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that 81% of online game players were male, and that the mean age of players was 27.9 years of age. For many players, the social aspects of the game were the most important factor in playing. A small minority of players appear to play excessively (over 80 h a week), and results suggest that a small minority sacrifice important activities in order to play (e.g., sleep, time with family and/or partner, work, or schooling).
Vallance, Aaron K.; Hemani, Ashish; Fernandez, Victoria; Livingstone, Daniel; McCusker, Kerri; Toro-Troconis, Maria
2014-01-01
Aims and method To develop and evaluate a novel teaching session on clinical assessment using role play simulation. Teaching and research sessions occurred sequentially in computer laboratories. Ten medical students were divided into two online small-group teaching sessions. Students role-played as clinician avatars and the teacher played a suicidal adolescent avatar. Questionnaire and focus-group methodology evaluated participants’ attitudes to the learning experience. Quantitative data were analysed using SPSS, qualitative data through nominal-group and thematic analyses. Results Participants reported improvements in psychiatric skills/knowledge, expressing less anxiety and more enjoyment than role-playing face to face. Data demonstrated a positive relationship between simulator fidelity and perceived utility. Some participants expressed concern about added value over other learning methods and non-verbal communication. Clinical implications The study shows that virtual worlds can successfully host role play simulation, valued by students as a useful learning method. The potential for distance learning would allow delivery irrespective of geographical distance and boundaries. PMID:25285217
Dworak, Markus; Schierl, Thomas; Bruns, Thomas; Strüder, Heiko Klaus
2007-11-01
Television and computer game consumption are a powerful influence in the lives of most children. Previous evidence has supported the notion that media exposure could impair a variety of behavioral characteristics. Excessive television viewing and computer game playing have been associated with many psychiatric symptoms, especially emotional and behavioral symptoms, somatic complaints, attention problems such as hyperactivity, and family interaction problems. Nevertheless, there is insufficient knowledge about the relationship between singular excessive media consumption on sleep patterns and linked implications on children. The aim of this study was to investigate the effects of singular excessive television and computer game consumption on sleep patterns and memory performance of children. Eleven school-aged children were recruited for this polysomnographic study. Children were exposed to voluntary excessive television and computer game consumption. In the subsequent night, polysomnographic measurements were conducted to measure sleep-architecture and sleep-continuity parameters. In addition, a visual and verbal memory test was conducted before media stimulation and after the subsequent sleeping period to determine visuospatial and verbal memory performance. Only computer game playing resulted in significant reduced amounts of slow-wave sleep as well as significant declines in verbal memory performance. Prolonged sleep-onset latency and more stage 2 sleep were also detected after previous computer game consumption. No effects on rapid eye movement sleep were observed. Television viewing reduced sleep efficiency significantly but did not affect sleep patterns. The results suggest that television and computer game exposure affect children's sleep and deteriorate verbal cognitive performance, which supports the hypothesis of the negative influence of media consumption on children's sleep, learning, and memory.
Solving Coupled Gross--Pitaevskii Equations on a Cluster of PlayStation 3 Computers
NASA Astrophysics Data System (ADS)
Edwards, Mark; Heward, Jeffrey; Clark, C. W.
2009-05-01
At Georgia Southern University we have constructed an 8+1--node cluster of Sony PlayStation 3 (PS3) computers with the intention of using this computing resource to solve problems related to the behavior of ultra--cold atoms in general with a particular emphasis on studying bose--bose and bose--fermi mixtures confined in optical lattices. As a first project that uses this computing resource, we have implemented a parallel solver of the coupled time--dependent, one--dimensional Gross--Pitaevskii (TDGP) equations. These equations govern the behavior of dual-- species bosonic mixtures. We chose the split--operator/FFT to solve the coupled 1D TDGP equations. The fast Fourier transform component of this solver can be readily parallelized on the PS3 cpu known as the Cell Broadband Engine (CellBE). Each CellBE chip contains a single 64--bit PowerPC Processor Element known as the PPE and eight ``Synergistic Processor Element'' identified as the SPE's. We report on this algorithm and compare its performance to a non--parallel solver as applied to modeling evaporative cooling in dual--species bosonic mixtures.
Kangas, Brian D; Berry, Meredith S; Cassidy, Rachel N; Dallery, Jesse; Vaidya, Manish; Hackenberg, Timothy D
2009-10-01
Adult human subjects engaged in a simulated Rock/Paper/Scissors game against a computer opponent. The computer opponent's responses were determined by programmed probabilities that differed across 10 blocks of 100 trials each. Response allocation in Experiment 1 was well described by a modified version of the generalized matching equation, with undermatching observed in all subjects. To assess the effects of instructions on response allocation, accurate probability-related information on how the computer was programmed to respond was provided to subjects in Experiment 2. Five of 6 subjects played the counter response of the computer's dominant programmed response near-exclusively (e.g., subjects played paper almost exclusively if the probability of rock was high), resulting in minor overmatching, and higher reinforcement rates relative to Experiment 1. On the whole, the study shows that the generalized matching law provides a good description of complex human choice in a gaming context, and illustrates a promising set of laboratory methods and analytic techniques that capture important features of human choice outside the laboratory.
Creating a Development Support Bubble for Children
NASA Astrophysics Data System (ADS)
Verhaegh, Janneke; Fontijn, Willem; Aarts, Emile; Boer, Laurens; van de Wouw, Doortje
In this paper we describe an opportunity Ambient Intelligence provides outside the domains typically associated with it. We present a concept for enhancing child development by introducing tangible computing in a way that fits the children and improves current education. We argue that the interfaces used should be simple and make sense to the children. The computer should be hidden and interaction should take place through familiar play objects to which the children already have a connection. Contrary to a straightforward application of personal computers, our solution addresses cognitive, social and fine motor skills in an integrated manner. We illustrate our vision with a concrete example of an application that supports the inevitable transition from free play throughout the classroom to focused play at the table. We also present the validation of the concept with children, parents and teachers, highlighting that they all recognize the benefits of tangible computing in this domain.
Sun, Mingui; Burke, Lora E.; Baranowski, Thomas; Fernstrom, John D.; Zhang, Hong; Chen, Hsin-Chen; Bai, Yicheng; Li, Yuecheng; Li, Chengliu; Yue, Yaofeng; Li, Zhen; Nie, Jie; Sclabassi, Robert J.; Mao, Zhi-Hong; Jia, Wenyan
2015-01-01
Recently, wearable computers have become new members in the family of mobile electronic devices, adding new functions to those provided by smartphones and tablets. As “always-on” miniature computers in the personal space, they will play increasing roles in the field of healthcare. In this work, we present our development of eButton, a wearable computer designed as a personalized, attractive, and convenient chest pin in a circular shape. It contains a powerful microprocessor, numerous electronic sensors, and wireless communication links. We describe its design concepts, electronic hardware, data processing algorithms, and its applications to the evaluation of diet, physical activity and lifestyle in the study of obesity and other chronic diseases. PMID:25708374
Sun, Mingui; Burke, Lora E; Baranowski, Thomas; Fernstrom, John D; Zhang, Hong; Chen, Hsin-Chen; Bai, Yicheng; Li, Yuecheng; Li, Chengliu; Yue, Yaofeng; Li, Zhen; Nie, Jie; Sclabassi, Robert J; Mao, Zhi-Hong; Jia, Wenyan
2015-01-01
Recently, wearable computers have become new members in the family of mobile electronic devices, adding new functions to those provided by smart-phones and tablets. As "always-on" miniature computers in the personal space, they will play increasing roles in the field of healthcare. In this work, we present our development of eButton, a wearable computer designed as a personalized, attractive, and convenient chest pin in a circular shape. It contains a powerful microprocessor, numerous electronic sensors, and wireless communication links. We describe its design concepts, electronic hardware, data processing algorithms, and its applications to the evaluation of diet, physical activity and lifestyle in the study of obesity and other chronic diseases.
An Experimental Study of the Emergence of Human Communication Systems
ERIC Educational Resources Information Center
Galantucci, Bruno
2005-01-01
The emergence of human communication systems is typically investigated via 2 approaches with complementary strengths and weaknesses: naturalistic studies and computer simulations. This study was conducted with a method that combines these approaches. Pairs of participants played video games requiring communication. Members of a pair were…
A tangible programming tool for children to cultivate computational thinking.
Wang, Danli; Wang, Tingting; Liu, Zhen
2014-01-01
Game and creation are activities which have good potential for computational thinking skills. In this paper we present T-Maze, an economical tangible programming tool for children aged 5-9 to build computer programs in maze games by placing wooden blocks. Through the use of computer vision technology, T-Maze provides a live programming interface with real-time graphical and voice feedback. We conducted a user study with 7 children using T-Maze to play two levels of maze-escape games and create their own mazes. The results show that T-Maze is not only easy to use, but also has the potential to help children cultivate computational thinking like abstraction, problem decomposition, and creativity.
Computer Connections for Gifted Children and Youth.
ERIC Educational Resources Information Center
Nazzaro, Jean N., Ed.
Written by computer specialists, teachers, parents, and students, the 23 articles emphasize the role computers play in the development of thinking, problem solving, and creativity in gifted and talented students. Articles have the following titles and authors: "Computers and Computer Cultures" (S. Papert); "Classroom Computers--Beyond the 3 R's"…
Collaborative and Competitive Video Games for Teaching Computing in Higher Education
NASA Astrophysics Data System (ADS)
Smith, Spencer; Chan, Samantha
2017-08-01
This study measures the success of using a collaborative and competitive video game, named Space Race, to teach computing to first year engineering students. Space Race is played by teams of four, each with their own tablet, collaborating to compete against the other teams in the class. The impact of the game on student learning was studied through measurements using 485 students, over one term. Surveys were used to gauge student reception of the game. Pre and post-tests, and in-course examinations were used to quantify student performance. The game was well received with at least 82% of the students that played it recommending it to others. In some cases, game participants outperformed non-participants on course exams. On the final course exam, all of the statistically significant ( p<0.05) comparisons (42% of the relevant questions) showed a performance improvement of game participants on the questions, with a maximum grade improvement of 41%. The findings also suggest that some students retain the knowledge obtained from Space Race for at least 7 weeks. The results of this study provide strong evidence that a collaborative and competitive video game can be an effective tool for teaching computing in post-secondary education.
Video Game Play in British and Japanese Adolescents
ERIC Educational Resources Information Center
Colwell, John; Kato, Makiko
2005-01-01
Results from research into negative correlates of computer/video game play in the United Kingdom and in Japan are presented, with new analyses across cultures. Patterns of play are similar, although Japanese adolescents have been playing for longer, they play fewer aggressive games, and there is greater perceived concern by Japanese parents.…
NASA Astrophysics Data System (ADS)
Cheok, Adrian David
This chapter details the Human Pacman system to illuminate entertainment computing which ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on infrastructure provided by mobile computing, wireless LAN, and ubiquitous computing. With Human Pacman, we have a physical role-playing computer fantasy together with real human-social and mobile-gaming that emphasizes on collaboration and competition between players in a wide outdoor physical area that allows natural wide-area human-physical movements. Pacmen and Ghosts are now real human players in the real world experiencing mixed computer graphics fantasy-reality provided by using the wearable computers on them. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide novel experiences of seamless transitions between the real and virtual worlds. This is an example of a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing.
Relationships between electronic game play, obesity, and psychosocial functioning in young men.
Wack, Elizabeth; Tantleff-Dunn, Stacey
2009-04-01
Most estimates suggest that American youth are spending a large amount of time playing video and computer games, spurring researchers to examine the impact this media has on various aspects of health and psychosocial functioning. The current study investigated relationships between frequency of electronic game play and obesity, the social/emotional context of electronic game play, and academic performance among 219 college-aged males. Current game players reported a weekly average of 9.73 hours of game play, with almost 10% of current players reporting an average of 35 hours of play per week. Results indicated that frequency of play was not significantly related to body mass index or grade point average. However, there was a significant positive correlation between frequency of play and self-reported frequency of playing when bored, lonely, or stressed. As opposed to the general conception of electronic gaming as detrimental to functioning, the results suggest that gaming among college-aged men may provide a healthy source of socialization, relaxation, and coping.
Smyth, Joshua M
2007-10-01
There is burgeoning interest in the study of video games. Existing work is limited by the use of correlational designs and is thus unable to make causal inferences or remove self-selection biases from observed results. The recent development of online, socially integrated video games (massively multiplayer online role-playing games [MMORPGs]) has created a new experience for gamers. This randomized, longitudinal study examined the effects of being assigned to play different video game types on game usage, health, well-being, sleep, socializing, and academics. One hundred 18- to 20-year-old participants (73% male; 68% Caucasian) were randomly assigned to play arcade, console, solo computer, or MMORPG games for 1 month. The MMORPG group differed significantly from other groups after 1 month, reporting more hours spent playing, worse health, worse sleep quality, and greater interference in "real-life" socializing and academic work. In contrast, this group also reported greater enjoyment in playing, greater interest in continuing to play, and greater acquisition of new friendships. MMORPGs represent a different gaming experience with different consequences than other types of video games and appear to pose both unique risks and benefits from their use.
ERIC Educational Resources Information Center
Sandlund, Marlene; McDonough, Suzanne; Hager-Ross, Charlotte
2009-01-01
The aim of this review was to examine systematically the evidence for the application of interactive computer play in the rehabilitation of children with sensorimotor disorders. A literature search of 11 electronic databases was conducted to identify articles published between January 1995 and May 2008. The review was restricted to reports of…
The role of computational chemistry in the science and measurements of the atmosphere
NASA Technical Reports Server (NTRS)
Phillips, D. H.
1978-01-01
The role of computational chemistry in determining the stability, photochemistry, spectroscopic parameters, and parameters for estimating reaction rates of atmospheric constituents is discussed. Examples dealing with the photolysis cross sections of HOCl and (1 Delta g) O2 and with the stability of gaseous NH4Cl and asymmetric ClO3 are presented. It is concluded that computational chemistry can play an important role in the study of atmospheric constituents, particularly reactive and short-lived species which are difficult to investigate experimentally.
Duven, Eva C P; Müller, Kai W; Beutel, Manfred E; Wölfling, Klaus
2015-01-01
Introduction Internet Gaming Disorder has been added as a research diagnosis in section III for the DSM-V. Previous findings from neuroscientific research indicate an enhanced motivational attention toward cues related to computer games, similar to findings in substance-related addictions. On the other hand in clinical observational studies tolerance effects are reported by patients with Internet Gaming disorder. In the present study we investigated whether an enhanced motivational attention or tolerance effects are present in patients with Internet Gaming Disorder. Methods A clinical sample from the Outpatient Clinic for Behavioral Addictions in Mainz, Germany was recruited, fulfilling the diagnostic criteria for Internet Gaming Disorder. In a semi-natural EEG design participants played a computer game during the recording of event-related potentials to assess reward processing. Results The results indicated an attenuated P300 for patients with Internet Gaming Disorder in response to rewards in comparison to healthy controls, while the latency of N100 was prolonged and the amplitude of N100 was increased. Conclusions Our findings support the hypothesis that tolerance effects are present in patients with Internet Gaming Disorder, when actively playing computer games. In addition, the initial orienting toward the gaming reward is suggested to consume more capacity for patients with Internet Gaming Disorder, which has been similarly reported by other studies with other methodological background in disorders of substance-related addictions. PMID:25722946
Duven, Eva C P; Müller, Kai W; Beutel, Manfred E; Wölfling, Klaus
2015-01-01
Internet Gaming Disorder has been added as a research diagnosis in section III for the DSM-V. Previous findings from neuroscientific research indicate an enhanced motivational attention toward cues related to computer games, similar to findings in substance-related addictions. On the other hand in clinical observational studies tolerance effects are reported by patients with Internet Gaming disorder. In the present study we investigated whether an enhanced motivational attention or tolerance effects are present in patients with Internet Gaming Disorder. A clinical sample from the Outpatient Clinic for Behavioral Addictions in Mainz, Germany was recruited, fulfilling the diagnostic criteria for Internet Gaming Disorder. In a semi-natural EEG design participants played a computer game during the recording of event-related potentials to assess reward processing. The results indicated an attenuated P300 for patients with Internet Gaming Disorder in response to rewards in comparison to healthy controls, while the latency of N100 was prolonged and the amplitude of N100 was increased. Our findings support the hypothesis that tolerance effects are present in patients with Internet Gaming Disorder, when actively playing computer games. In addition, the initial orienting toward the gaming reward is suggested to consume more capacity for patients with Internet Gaming Disorder, which has been similarly reported by other studies with other methodological background in disorders of substance-related addictions.
Szalisznyó, Krisztina; Silverstein, David; Teichmann, Marc; Duffau, Hugues; Smits, Anja
2017-01-01
A growing body of literature supports a key role of fronto-striatal circuits in language perception. It is now known that the striatum plays a role in engaging attentional resources and linguistic rule computation while also serving phonological short-term memory capabilities. The ventral semantic and the dorsal phonological stream dichotomy assumed for spoken language processing also seems to play a role in cortico-striatal perception. Based on recent studies that correlate deep Broca-striatal pathways with complex syntax performance, we used a previously developed computational model of frontal-striatal syntax circuits and hypothesized that different parallel language pathways may contribute to canonical and non-canonical sentence comprehension separately. We modified and further analyzed a thematic role assignment task and corresponding reservoir computing model of language circuits, as previously developed by Dominey and coworkers. We examined the models performance under various parameter regimes, by influencing how fast the presented language input decays and altering the temporal dynamics of activated word representations. This enabled us to quantify canonical and non-canonical sentence comprehension abilities. The modeling results suggest that separate cortico-cortical and cortico-striatal circuits may be recruited differently for processing syntactically more difficult and less complicated sentences. Alternatively, a single circuit would need to dynamically and adaptively adjust to syntactic complexity. Copyright © 2016. Published by Elsevier Inc.
[Play as a care strategy for children with cancer].
Lima, Kálya Yasmine Nunes de; Santos, Viviane Euzébia Pereira
2015-06-01
To understand the influence of play in the care process as perceived by children with cancer. A descriptive, exploratory and qualitative study conducted in a children's cancer unit in Natal, Rio Grande do Norte, Brazil. Data were collected between October 2013 and January 2014 by means of photographic records and semi-structured interviews with eight children, and content analysis with emphasis on two categories: Auxiliary instruments during play; and The influence of play in the process of care. Recreational activities involve watching television, using computers, games and toys, drawing, the playroom and the clown, which provide fun, feelings of joy, distraction and interaction with other people. There are several activities at the hospital that are considered play-related and, for the children, they all benefit their care process.
Young Children’s Video/Computer Game Use: Relations with School Performance and Behavior
Hastings, Erin C.; Karas, Tamara L.; Winsler, Adam; Way, Erin; Madigan, Amy; Tyler, Shannon
2011-01-01
This study examined the amount and content of children’s video game playing in relation with behavioral and academic outcomes. Relationships among playing context, child gender, and parental monitoring were explored. Data were obtained through parent report of child’s game play, behavior, and school performance. Results revealed that time spent playing games was related positively to aggression and negatively to school competence. Violent content was correlated positively and educational content negatively with attention problems. Educational games were related to good academic achievement. Results suggest violent games, and a large amount of game play, are related to troublesome behavioral and academic outcomes, but educational games may be related to positive outcomes. Neither gender nor parental monitoring emerged as significant moderators of these effects. PMID:19742374
Effects of Playing a Serious Computer Game on Body Mass Index and Nutrition Knowledge in Women
Hallinan, Sean; Seif El-Nasr, Magy; Subramanian, Shree; Castaneda-Sceppa, Carmen
2016-01-01
Background Obesity and weight gain is a critical public health concern. Serious digital games are gaining popularity in the context of health interventions. They use persuasive and fun design features to engage users in health-related behaviors in a non-game context. As a young field, research about effectiveness and acceptability of such games for weight loss is sparse. Objective The goal of this study was to evaluate real-world play patterns of SpaPlay and its impact on body mass index (BMI) and nutritional knowledge. SpaPlay is a computer game designed to help women adopt healthier dietary and exercise behaviors, developed based on Self-Determination theory and the Player Experience of Need Satisfaction (PENS) model. Progress in the game is tied to real-life activities (e.g., eating a healthy snack, taking a flight of stairs). Methods We recruited 47 women to partake in a within-subject 90-day longitudinal study, with assessments taken at baseline, 1-, 2-, and 3- months. Women were on average, 29.8 years old (±7.3), highly educated (80.9% had BA or higher), 39% non-White, baseline BMI 26.98 (±5.6), who reported at least contemplating making changes in their diet and exercise routine based on the Stages of Change Model. We computed 9 indices from game utilization data to evaluate game play. We used general linear models to examine inter-individual differences between levels of play, and multilevel models to assess temporal changes in BMI and nutritional knowledge. Results Patterns of game play were mixed. Participants who reported being in the preparation or action stages of behavior change exhibited more days of play and more play regularity compared to those who were in the contemplation stage. Additionally, women who reported playing video games 1-2 hours per session demonstrated more sparse game play. Brief activities, such as one-time actions related to physical activity or healthy food, were preferred over activities that require a longer commitment (e.g., taking stairs every day for a week). BMI decreased significantly (P<.001) from baseline to 3-month follow-up, yielding a large effect size of 1.28. Nutritional knowledge increased significantly (P<.001) from first to third month follow-ups, with an effect size of .86. The degree of change in both outcomes was related to game play, baseline readiness to change, and the extent of video game play in general. Conclusions This work demonstrates initial evidence of success for using a serious game as an intervention for health behavior change in real world settings. Our findings also highlight the need to understand not only game effectiveness but also inter-individual differences. Individualizing content and the intervention medium appears to be necessary for a more personalized and long-lasting impact. PMID:27255497
Assessment and Management of Sport-Related Concussions in United States High Schools
Meehan, William P.; d’Hemecourt, Pierre; Collins, Christy L.; Comstock, R. Dawn
2012-01-01
Background Little existing data describe which medical professionals and which medical studies are used to assess sport-related concussions in high school athletes. Purpose To describe the medical providers and medical studies used when assessing sport-related concussions. To determine the effects of medical provider type on timing of return to play, frequency of imaging, and frequency of neuropsychological testing. Study Design Descriptive epidemiology study. Methods All concussions recorded by the High School Reporting Information Online (HS RIO) injury surveillance system during the 2009 to 2010 academic year were included. χ2 analyses were conducted for categorical variables. Fisher exact test was used for nonparametric data. Logistic regression analyses were used when adjusting for potential confounders. Statistical significance was considered for P < .05. Results The HS RIO recorded 1056 sport-related concussions, representing 14.6% of all injuries. Most (94.4%) concussions were assessed by athletic trainers (ATs), 58.8% by a primary care physician. Few concussions were managed by specialists. The assessment of 21.2% included computed tomography. Computerized neuropsychological testing was used for 41.2%. For 50.1%, a physician decided when to return the athlete to play; for 46.2%, the decision was made by an AT. After adjusting for potential confounders, no associations between timing of return to play and the type of provider (physician vs AT) deciding to return the athlete to play were found. Conclusion Concussions account for nearly 15% of all sport-related injuries in high school athletes. The timing of return to play after a sport-related concussion is similar regardless of whether the decision to return the athlete to play is made by a physician or an AT. When a medical doctor is involved, most concussions are assessed by primary care physicians as opposed to subspecialists. Computed tomography is obtained during the assessment of 1 of every 5 concussions occurring in high school athletes. PMID:21969181
Awareness in the Home: The Nuances of Relationships, Domestic Coordination and Communication
NASA Astrophysics Data System (ADS)
Greenberg, Saul; Neustaedter, Carman; Elliot, Kathryn
Computing has changed dramatically over the last decade. While some changes arose from technological advances, the most profound effects are in how technologies are used by everyday people for activities other than task-oriented work. Computers are now central to new ways of engaging in play, interpersonal and small group communication, community interaction, entertainment, personal creativity dissemination, personal publication, and so on. We are particularly interested in domestic computing, where technology mediates how families and other inhabitants interact within the context of the home. While domestic computing can incorporate many things, we focus in this chapter on the role awareness plays in domestic coordination and communication.
Factors correlated with violent video game use by adolescent boys and girls.
Olson, Cheryl K; Kutner, Lawrence A; Warner, Dorothy E; Almerigi, Jason B; Baer, Lee; Nicholi, Armand M; Beresin, Eugene V
2007-07-01
To compare the video and computer game play patterns of young adolescent boys and girls, including factors correlated with playing violent games. Data collected in November/December, 2004 from children in grades 7 and 8 at two demographically diverse schools in Pennsylvania and South Carolina, using a detailed written self-reported survey. Of 1254 participants (53% female, 47% male), only 80 reported playing no electronic games in the previous 6 months. Of 1126 children who listed frequently played game titles, almost half (48.8%) played at least one violent (mature-rated) game regularly (67.9% of boys and 29.2% of girls). One third of boys and 10.7% of girls play games nearly every day; only 1 in 20 plays often or always with a parent. Playing M-rated games is positively correlated (p < .001) with being male, frequent game play, playing with strangers over the Internet, having a game system and computer in one's bedroom, and using games to manage anger. Most young adolescent boys and many girls routinely play M-rated games. Implications for identifying atypical and potentially harmful patterns of electronic game use are discussed, as well as the need for greater media literacy among parents.
Computer Games as Instructional Tools.
ERIC Educational Resources Information Center
Bright, George W.; Harvey, John G.
1984-01-01
Defines games, instructional games, and computer instructional games; discusses several unique capabilities that facilitate game playing and may make computer games more attractive to students than noncomputer alternatives; and examines the potential disadvantages of using instructional computer games on a regular basis. (MBR)
The impact of home computer use on children's activities and development.
Subrahmanyam, K; Kraut, R E; Greenfield, P M; Gross, E F
2000-01-01
The increasing amount of time children are spending on computers at home and school has raised questions about how the use of computer technology may make a difference in their lives--from helping with homework to causing depression to encouraging violent behavior. This article provides an overview of the limited research on the effects of home computer use on children's physical, cognitive, and social development. Initial research suggests, for example, that access to computers increases the total amount of time children spend in front of a television or computer screen at the expense of other activities, thereby putting them at risk for obesity. At the same time, cognitive research suggests that playing computer games can be an important building block to computer literacy because it enhances children's ability to read and visualize images in three-dimensional space and track multiple images simultaneously. The limited evidence available also indicates that home computer use is linked to slightly better academic performance. The research findings are more mixed, however, regarding the effects on children's social development. Although little evidence indicates that the moderate use of computers to play games has a negative impact on children's friendships and family relationships, recent survey data show that increased use of the Internet may be linked to increases in loneliness and depression. Of most concern are the findings that playing violent computer games may increase aggressiveness and desensitize a child to suffering, and that the use of computers may blur a child's ability to distinguish real life from simulation. The authors conclude that more systematic research is needed in these areas to help parents and policymakers maximize the positive effects and to minimize the negative effects of home computers in children's lives.
Use of television, videogames, and computer among children and adolescents in Italy.
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.
Use of television, videogames, and computer among children and adolescents in Italy
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
ERIC Educational Resources Information Center
Kazimoglu, Cagin; Kiernan, Mary; Bacon, Liz; MacKinnon, Lachlan
2011-01-01
This paper outlines an innovative game-based approach to learning introductory programming that is grounded in the development of computational thinking at an abstract conceptual level, but also provides a direct contextual relationship between game-play and learning traditional introductory programming. The paper proposes a possible model for,…
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).
ERIC Educational Resources Information Center
Houghton, Stephen; Milner, Nikki; West, John; Douglas, Graham; Lawrence, Vivienne; Whiting, Ken; Tannock, Rosemary; Durkin, Kevin
2004-01-01
The motor control of 49 unmedicated boys clinically diagnosed with ADHD, case-matched with 49 non-ADHD boys, was assessed while playing Crash Bandicoot I, a SonyTM Playstation platform computer video game. In Crash Bandicoot participants control the movements of a small-animated figure through a hazardous jungle environment. Operationally defined…
ERIC Educational Resources Information Center
Cleland, Deborah; Dray, Anne; Perez, Pascal; Cruz-Trinidad, Annabelle; Geronimo, Rollan
2012-01-01
REEFGAME is a computer-assisted role-playing game that explores the interactions among management strategies, livelihood options, and ecological degradation in subsistence fishing communities. The tool has been successfully used in the Philippines and a variety of student workshops. In the field, REEFGAME operated as a two-way learning tool,…
NASA Astrophysics Data System (ADS)
Judi, Hairulliza Mohamad; Sahari @ Ashari, Noraidah; Eksan, Zanaton Hj
2017-04-01
Previous research in Malaysia indicates that there is a problem regarding attitude towards statistics among students. They didn't show positive attitude in affective, cognitive, capability, value, interest and effort aspects although did well in difficulty. This issue should be given substantial attention because students' attitude towards statistics may give impacts on the teaching and learning process of the subject. Teaching statistics using role play is an appropriate attempt to improve attitudes to statistics, to enhance the learning of statistical techniques and statistical thinking, and to increase generic skills. The objectives of the paper are to give an overview on role play in statistics learning and to access the effect of these activities on students' attitude and learning in action research framework. The computer tool entrepreneur role play is conducted in a two-hour tutorial class session of first year students in Faculty of Information Sciences and Technology (FTSM), Universiti Kebangsaan Malaysia, enrolled in Probability and Statistics course. The results show that most students feel that they have enjoyable and great time in the role play. Furthermore, benefits and disadvantages from role play activities were highlighted to complete the review. Role play is expected to serve as an important activities that take into account students' experience, emotions and responses to provide useful information on how to modify student's thinking or behavior to improve learning.
Scientific Visualization, Seeing the Unseeable
LBNL
2017-12-09
June 24, 2008 Berkeley Lab lecture: Scientific visualization transforms abstract data into readily comprehensible images, provide a vehicle for "seeing the unseeable," and play a central role in bo... June 24, 2008 Berkeley Lab lecture: Scientific visualization transforms abstract data into readily comprehensible images, provide a vehicle for "seeing the unseeable," and play a central role in both experimental and computational sciences. Wes Bethel, who heads the Scientific Visualization Group in the Computational Research Division, presents an overview of visualization and computer graphics, current research challenges, and future directions for the field.
ERIC Educational Resources Information Center
Taylor, Jack A.
1983-01-01
Peripheral components for music instruction include a music keyboard, a digital music synthesizer, and music listening devices. Computers can teach sight-singing, playing an instrument, dictation, and composition. Computer programs should be interactive with students. (KC)
ERIC Educational Resources Information Center
Science Teacher, 1989
1989-01-01
Reviews seven software programs: (1) "Science Baseball: Biology" (testing a variety of topics); (2) "Wildways: Understanding Wildlife Conservation"; (3) "Earth Science Computer Test Bank"; (4) "Biology Computer Test Bank"; (5) "Computer Play & Learn Series" (a series of drill and test…
NASA Astrophysics Data System (ADS)
Jørgensen, Anker Helms
This paper reports on the development of Nimbi, which is an early computer game implemented at the Danish Computer Company Regnecentralen in 1962-63. Nimbi is a variant of the ancient game Nim. The paper traces the primary origins of the development of Nimbi. These include a mathematical analysis from 1901 of Nim that “killed the game” as the outcome could be predicted quite easily; the desire of the Danish inventor Piet Hein to make a game that eluded such analyses; and the desire of Piet Hein to have computers play games against humans. The development of Nimbi was successful in spite of considerable technical obstacles. However, it seems that the game was not used for publicizing the capabilities of computers - at least not widely - as was the case with earlier Nim implementations, such as the British Nim-playing computer Nimrod in 1951.
Build MyTune: Children's Reflective Practice during Music Creativity Processes
ERIC Educational Resources Information Center
Hsu, Chia-Pao
2015-01-01
The current study examined how components of reflective practice interplay with children's music-making and sharing processes. This study employed a qualitative approach with 11 children who played classroom instruments and researcher-designed computer programs ("Build MyTune I" and "Build MyTune II") while attending music…
Grade One: Math Computation. Case Study #1
ERIC Educational Resources Information Center
Powell, Sarah R.; Seethaler, Pamela M.
2007-01-01
The purpose of this case study is to highlight the integral role that progress monitoring (PM) plays throughout any Response to Intervention (RTI) process. This example uses a three-level, responsiveness-to-intervention (RTI) method for identifying students with learning difficulties. Using a fictional first-grade classroom as the setting for…
Minesweeper and Hypothetical Thinking Action Research & Pilot Study
ERIC Educational Resources Information Center
Walker, Jacob J.
2010-01-01
This Action Research project and Pilot Study was designed and implemented to improve students' hypothetical thinking abilities by exploring the possibility that learning and playing the computer game Minesweeper may inherently help improve hypothetical thinking. One objective was to use educational tools to make it easier for students to learn the…
Ranelli, Sonia; Straker, Leon; Smith, Anne
2014-06-01
Is exposure to non-music-related activities associated with playing-related musculoskeletal problems in young instrumentalists? Is non-music-activity-related soreness associated with playing-related musculoskeletal problems in this group of instrumentalists? Observational study using a questionnaire and physical measures. 859 instrumentalists aged 7 to 17 years from the School of Instrumental Music program. Of the 731 respondents who completed the questionnaire adequately, 412 (56%) experienced instrument-playing problems; 219 (30%) had symptoms severe enough to interfere with normal playing. Children commonly reported moderate exposure to non-music-related activities, such as watching television (61%), vigorous physical activity (57%), writing (51%) and computer use (45%). Greater exposure to any non-music activity was not associated with playing problems, with odds ratios ranging from 1.01 (95% CI 0.7 to 1.5) for watching television to 2.08 (95% CI 0.5 to 3.3) for intensive hand activities. Four hundred and seventy eight (65%) children reported soreness related to non-music activities, such as vigorous physical activity (52%), writing (40%), computer use (28%), intensive hand activities (22%), electronic game use (17%) and watching television (15%). Non-music-activity-related soreness was significantly associated with instrument playing problems, adjusting for gender and age, with odds ratios ranging from 2.6 (95% CI 1.7 to 3.9) for soreness whilst watching television, to 4.3 (95% CI 2.6 to 7.1) for soreness during intensive hand activities. Non-music-activity-related soreness co-occurs significantly with playing problems in young instrumentalists. The finding of significant co-occurrence of music and non-music-related soreness in respondents in this study suggests that intervention targets for young instrumentalists could include risk factors previously identified in the general child and adolescent population, as well as music-specific risk factors. This is an important consideration for the assessment and management of the musculoskeletal health of young musicians. Copyright © 2014. Published by Elsevier B.V.
A Tangible Programming Tool for Children to Cultivate Computational Thinking
Wang, Danli; Liu, Zhen
2014-01-01
Game and creation are activities which have good potential for computational thinking skills. In this paper we present T-Maze, an economical tangible programming tool for children aged 5–9 to build computer programs in maze games by placing wooden blocks. Through the use of computer vision technology, T-Maze provides a live programming interface with real-time graphical and voice feedback. We conducted a user study with 7 children using T-Maze to play two levels of maze-escape games and create their own mazes. The results show that T-Maze is not only easy to use, but also has the potential to help children cultivate computational thinking like abstraction, problem decomposition, and creativity. PMID:24719575
McCormack, Jane; Baker, Elise; Masso, Sarah; Crowe, Kathryn; McLeod, Sharynne; Wren, Yvonne; Roulstone, Sue
2017-06-01
Implementation fidelity refers to the degree to which an intervention or programme adheres to its original design. This paper examines implementation fidelity in the Sound Start Study, a clustered randomised controlled trial of computer-assisted support for children with speech sound disorders (SSD). Sixty-three children with SSD in 19 early childhood centres received computer-assisted support (Phoneme Factory Sound Sorter [PFSS] - Australian version). Educators facilitated the delivery of PFSS targeting phonological error patterns identified by a speech-language pathologist. Implementation data were gathered via (1) the computer software, which recorded when and how much intervention was completed over 9 weeks; (2) educators' records of practice sessions; and (3) scoring of fidelity (intervention procedure, competence and quality of delivery) from videos of intervention sessions. Less than one-third of children received the prescribed number of days of intervention, while approximately one-half participated in the prescribed number of intervention plays. Computer data differed from educators' data for total number of days and plays in which children participated; the degree of match was lower as data became more specific. Fidelity to intervention procedures, competency and quality of delivery was high. Implementation fidelity may impact intervention outcomes and so needs to be measured in intervention research; however, the way in which it is measured may impact on data.
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.
CBESW: sequence alignment on the Playstation 3.
Wirawan, Adrianto; Kwoh, Chee Keong; Hieu, Nim Tri; Schmidt, Bertil
2008-09-17
The exponential growth of available biological data has caused bioinformatics to be rapidly moving towards a data-intensive, computational science. As a result, the computational power needed by bioinformatics applications is growing exponentially as well. The recent emergence of accelerator technologies has made it possible to achieve an excellent improvement in execution time for many bioinformatics applications, compared to current general-purpose platforms. In this paper, we demonstrate how the PlayStation 3, powered by the Cell Broadband Engine, can be used as a computational platform to accelerate the Smith-Waterman algorithm. For large datasets, our implementation on the PlayStation 3 provides a significant improvement in running time compared to other implementations such as SSEARCH, Striped Smith-Waterman and CUDA. Our implementation achieves a peak performance of up to 3,646 MCUPS. The results from our experiments demonstrate that the PlayStation 3 console can be used as an efficient low cost computational platform for high performance sequence alignment applications.
CBESW: Sequence Alignment on the Playstation 3
Wirawan, Adrianto; Kwoh, Chee Keong; Hieu, Nim Tri; Schmidt, Bertil
2008-01-01
Background The exponential growth of available biological data has caused bioinformatics to be rapidly moving towards a data-intensive, computational science. As a result, the computational power needed by bioinformatics applications is growing exponentially as well. The recent emergence of accelerator technologies has made it possible to achieve an excellent improvement in execution time for many bioinformatics applications, compared to current general-purpose platforms. In this paper, we demonstrate how the PlayStation® 3, powered by the Cell Broadband Engine, can be used as a computational platform to accelerate the Smith-Waterman algorithm. Results For large datasets, our implementation on the PlayStation® 3 provides a significant improvement in running time compared to other implementations such as SSEARCH, Striped Smith-Waterman and CUDA. Our implementation achieves a peak performance of up to 3,646 MCUPS. Conclusion The results from our experiments demonstrate that the PlayStation® 3 console can be used as an efficient low cost computational platform for high performance sequence alignment applications. PMID:18798993
Computational studies of Ras and PI3K
NASA Technical Reports Server (NTRS)
Ren, Lei; Cucinotta, Francis A.
2004-01-01
Until recently, experimental techniques in molecular cell biology have been the primary means to investigate biological risk upon space radiation. However, computational modeling provides an alternative theoretical approach, which utilizes various computational tools to simulate proteins, nucleotides, and their interactions. In this study, we are focused on using molecular mechanics (MM) and molecular dynamics (MD) to study the mechanism of protein-protein binding and to estimate the binding free energy between proteins. Ras is a key element in a variety of cell processes, and its activation of phosphoinositide 3-kinase (PI3K) is important for survival of transformed cells. Different computational approaches for this particular study are presented to calculate the solvation energies and binding free energies of H-Ras and PI3K. The goal of this study is to establish computational methods to investigate the roles of different proteins played in the cellular responses to space radiation, including modification of protein function through gene mutation, and to support the studies in molecular cell biology and theoretical kinetics models for our risk assessment project.
And Then There Were None: Winnowing the Shakespeare Claimants.
ERIC Educational Resources Information Center
Elliott, Ward E. Y.; Valenza, Robert J.
1996-01-01
Applies 51 stylometric computer tests of Shakespeare play authorship and 14 of play authorship, developed by the Shakespeare Clinic, to 37 "true Shakespeares," 27 plays of the Shakespeare Apocrypha, and to several poems of unknown authorship. Finds that no claimant, and none of the apocryphal plays or poems, matched Shakespeare. (DSK)
Micro to Main Frame Computers in English Education.
ERIC Educational Resources Information Center
Milner, Joseph O., Ed.
1982-01-01
The eight articles in this focused journal issue explore the part computer literacy and computer programed instruction can play in the language arts curriculum. Titles of the articles are (1) "Computers in English Instruction: The Dream And The Reality" (James R. Nicholl); (2) "Computer Uses in the Elementary Grades" (Robert Morgan); (3) "Reading…
NASA Astrophysics Data System (ADS)
Lee, Young Eun; Saharia, Aditya
With the rapid growth of computer mediated communication technologies in the last two decades, various types of virtual communities have emerged. Some communities provide a role playing arena, enabled by avatars, while others provide an arena for expressing and promoting detailed personal profiles to enhance their offline social networks. Due to different focus of these virtual communities, different factors motivate members to participate in these communities. In this study, we examine differences in members’ motivations to participate in role-playing versus self-expression based virtual communities. To achieve this goal, we apply the Wang and Fesenmaier (2004) framework, which explains members’ participation in terms of their functional, social, psychological, and hedonic needs. The primary contributions of this study are two folds: First, it demonstrates differences between role-playing and self-expression based communities. Second, it provides a comprehensive framework describing members’ motivation to participate in virtual communities.
Multiphysics Object-Oriented Simulation Environment (MOOSE)
None
2017-12-09
Nuclear reactor operators can expand safety margins with more precise information about how materials behave inside operating reactors. INL's new simulation platform makes such studies easier & more informative by letting researchers "plug-n-play" their mathematical models, skipping years of computer code development.
Ybarra, Michele L.; Huesmann, L. Rowell; Korchmaros, Josephine D.; Reisner, Sari L.
2015-01-01
Data were collected from 9 to 18 year olds surveyed nationally in a three-wave longitudinal survey. The population-average (generalized estimating equation, GEE) odds of carrying a weapon to school in the last month were estimated as a function of past-year exposure to violent content in video, computer, and Internet games, as well as peer aggression and biological sex. The sample included youth who were at risk for both the exposure (i.e., game play) and the outcome (i.e., who attended public or private school). 3,397 observations from 1,489 youth were included in analyses. 1.4% of youth reported carrying a weapon to school in the last month and 69% reported that at least some of the games they played depicted violence. After adjusting for other potentially influential characteristics (e.g., aggressive behavior), playing at least some violent games in the past year was associated with a fourfold increase in odds of also reporting carrying a weapon to school in the last month. Although youth who reported frequent and intense peer victimization in the past year were more likely to report carrying a weapon to school in the last month, this relation was explained by other influential characteristics. Consistent with the predictions of social-cognitive, observational learning theory, this study supports the hypothesis that carrying weapons to school is associated with violent game play. As one of the first studies of its kind, findings should be interpreted cautiously and need to be replicated. PMID:24464267
Ybarra, Michele L; Huesmann, L Rowell; Korchmaros, Josephine D; Reisner, Sari L
2014-01-01
Data were collected from 9 to 18 year olds surveyed nationally in a three-wave longitudinal survey. The population-average (generalized estimating equation, GEE) odds of carrying a weapon to school in the last month were estimated as a function of past-year exposure to violent content in video, computer, and Internet games, as well as peer aggression and biological sex. The sample included youth who were at risk for both the exposure (i.e., game play) and the outcome (i.e., who attended public or private school). 3,397 observations from 1,489 youth were included in analyses. 1.4% of youth reported carrying a weapon to school in the last month and 69% reported that at least some of the games they played depicted violence. After adjusting for other potentially influential characteristics (e.g., aggressive behavior), playing at least some violent games in the past year was associated with a fourfold increase in odds of also reporting carrying a weapon to school in the last month. Although youth who reported frequent and intense peer victimization in the past year were more likely to report carrying a weapon to school in the last month, this relation was explained by other influential characteristics. Consistent with the predictions of social-cognitive, observational learning theory, this study supports the hypothesis that carrying weapons to school is associated with violent game play. As one of the first studies of its kind, findings should be interpreted cautiously and need to be replicated. © 2014 Wiley Periodicals, Inc.
A Study of the Correlation between Computer Games and Adolescent Behavioral Problems
Shokouhi-Moqhaddam, Solmaz; Khezri-Moghadam, Noshiravan; Javanmard, Zeinab; Sarmadi-Ansar, Hassan; Aminaee, Mehran; Shokouhi-Moqhaddam, Majid; Zivari-Rahman, Mahmoud
2013-01-01
Background Today, due to developing communicative technologies, computer games and other audio-visual media as social phenomena, are very attractive and have a great effect on children and adolescents. The increasing popularity of these games among children and adolescents results in the public uncertainties about plausible harmful effects of these games. This study aimed to investigate the correlation between computer games and behavioral problems on male guidance school students. Methods This was a descriptive-correlative study on 384 randomly chosen male guidance school students. They were asked to answer the researcher's questionnaire about computer games and Achenbach’s Youth Self-Report (YSR). Findings The Results of this study indicated that there was about 95% direct significant correlation between the amount of playing games among adolescents and anxiety/depression, withdrawn/depression, rule-breaking behaviors, aggression, and social problems. However, there was no statistically significant correlation between the amount of computer game usage and physical complaints, thinking problems, and attention problems. In addition, there was a significant correlation between the students’ place of living and their parents’ job, and using computer games. Conclusion Computer games lead to anxiety, depression, withdrawal, rule-breaking behavior, aggression, and social problems in adolescents. PMID:24494157
A Study of the Correlation between Computer Games and Adolescent Behavioral Problems.
Shokouhi-Moqhaddam, Solmaz; Khezri-Moghadam, Noshiravan; Javanmard, Zeinab; Sarmadi-Ansar, Hassan; Aminaee, Mehran; Shokouhi-Moqhaddam, Majid; Zivari-Rahman, Mahmoud
2013-01-01
Today, due to developing communicative technologies, computer games and other audio-visual media as social phenomena, are very attractive and have a great effect on children and adolescents. The increasing popularity of these games among children and adolescents results in the public uncertainties about plausible harmful effects of these games. This study aimed to investigate the correlation between computer games and behavioral problems on male guidance school students. This was a descriptive-correlative study on 384 randomly chosen male guidance school students. They were asked to answer the researcher's questionnaire about computer games and Achenbach's Youth Self-Report (YSR). The Results of this study indicated that there was about 95% direct significant correlation between the amount of playing games among adolescents and anxiety/depression, withdrawn/depression, rule-breaking behaviors, aggression, and social problems. However, there was no statistically significant correlation between the amount of computer game usage and physical complaints, thinking problems, and attention problems. In addition, there was a significant correlation between the students' place of living and their parents' job, and using computer games. Computer games lead to anxiety, depression, withdrawal, rule-breaking behavior, aggression, and social problems in adolescents.
Optimal Filter Estimation for Lucas-Kanade Optical Flow
Sharmin, Nusrat; Brad, Remus
2012-01-01
Optical flow algorithms offer a way to estimate motion from a sequence of images. The computation of optical flow plays a key-role in several computer vision applications, including motion detection and segmentation, frame interpolation, three-dimensional scene reconstruction, robot navigation and video compression. In the case of gradient based optical flow implementation, the pre-filtering step plays a vital role, not only for accurate computation of optical flow, but also for the improvement of performance. Generally, in optical flow computation, filtering is used at the initial level on original input images and afterwards, the images are resized. In this paper, we propose an image filtering approach as a pre-processing step for the Lucas-Kanade pyramidal optical flow algorithm. Based on a study of different types of filtering methods and applied on the Iterative Refined Lucas-Kanade, we have concluded on the best filtering practice. As the Gaussian smoothing filter was selected, an empirical approach for the Gaussian variance estimation was introduced. Tested on the Middlebury image sequences, a correlation between the image intensity value and the standard deviation value of the Gaussian function was established. Finally, we have found that our selection method offers a better performance for the Lucas-Kanade optical flow algorithm.
NASA Astrophysics Data System (ADS)
Berland, Matthew W.
As scientists use the tools of computational and complex systems theory to broaden science perspectives (e.g., Bar-Yam, 1997; Holland, 1995; Wolfram, 2002), so can middle-school students broaden their perspectives using appropriate tools. The goals of this dissertation project are to build, study, evaluate, and compare activities designed to foster both computational and complex systems fluencies through collaborative constructionist virtual and physical robotics. In these activities, each student builds an agent (e.g., a robot-bird) that must interact with fellow students' agents to generate a complex aggregate (e.g., a flock of robot-birds) in a participatory simulation environment (Wilensky & Stroup, 1999a). In a participatory simulation, students collaborate by acting in a common space, teaching each other, and discussing content with one another. As a result, the students improve both their computational fluency and their complex systems fluency, where fluency is defined as the ability to both consume and produce relevant content (DiSessa, 2000). To date, several systems have been designed to foster computational and complex systems fluencies through computer programming and collaborative play (e.g., Hancock, 2003; Wilensky & Stroup, 1999b); this study suggests that, by supporting the relevant fluencies through collaborative play, they become mutually reinforcing. In this work, I will present both the design of the VBOT virtual/physical constructionist robotics learning environment and a comparative study of student interaction with the virtual and physical environments across four middle-school classrooms, focusing on the contrast in systems perspectives differently afforded by the two environments. In particular, I found that while performance gains were similar overall, the physical environment supported agent perspectives on aggregate behavior, and the virtual environment supported aggregate perspectives on agent behavior. The primary research questions are: (1) What are the relative affordances of virtual and physical constructionist robotics systems towards computational and complex systems fluencies? (2) What can middle school students learn using computational/complex systems learning environments in a collaborative setting? (3) In what ways are these environments and activities effective in teaching students computational and complex systems fluencies?
The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?
Huang, Vivian; Young, Michaelia; Fiocco, Alexandra J
2017-11-01
Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.
2009-03-01
modeled after the use by computer gamers in MMORPGs (massively multiuser online role-playing games). This is a good example of engaging the larger...during grant evaluations. There are more and more peer reviewed journal articles being written on MMORPGs , but this work is mainly geared towards...of the massively multiuser online role-playing games ( MMORPGs ). Most of the literature is about leadership and social networking. There is
Computer-aided design of nano-filter construction using DNA self-assembly
NASA Astrophysics Data System (ADS)
Mohammadzadegan, Reza; Mohabatkar, Hassan
2007-01-01
Computer-aided design plays a fundamental role in both top-down and bottom-up nano-system fabrication. This paper presents a bottom-up nano-filter patterning process based on DNA self-assembly. In this study we designed a new method to construct fully designed nano-filters with the pores between 5 nm and 9 nm in diameter. Our calculations illustrated that by constructing such a nano-filter we would be able to separate many molecules.
A genetic algorithm for solving supply chain network design model
NASA Astrophysics Data System (ADS)
Firoozi, Z.; Ismail, N.; Ariafar, S. H.; Tang, S. H.; Ariffin, M. K. M. A.
2013-09-01
Network design is by nature costly and optimization models play significant role in reducing the unnecessary cost components of a distribution network. This study proposes a genetic algorithm to solve a distribution network design model. The structure of the chromosome in the proposed algorithm is defined in a novel way that in addition to producing feasible solutions, it also reduces the computational complexity of the algorithm. Computational results are presented to show the algorithm performance.
What "World of Warcraft" Is Teaching Us about Learning
ERIC Educational Resources Information Center
Ackerman, Lyn Kajiwara
2017-01-01
Video games are a growing multi-billion dollar industry. Pew Internet & American Life Project (2008) reported that 97 percent of teens ages 12 to 17 years play computer, web, portable, or console games. Of the various genres that were reported, 36 percent of teens played role playing games and 21 percent played massively multiplayer online…
A Tractable Numerical Model for Exploring Nonadiabatic Quantum Dynamics
ERIC Educational Resources Information Center
Camrud, Evan; Turner, Daniel B.
2017-01-01
Numerous computational and spectroscopic studies have demonstrated the decisive role played by nonadiabatic coupling in photochemical reactions. Nonadiabatic coupling drives photochemistry when potential energy surfaces are nearly degenerate at avoided crossings or truly degenerate at unavoided crossings. The dynamics induced by nonadiabatic…
ERIC Educational Resources Information Center
Southern Social Studies Journal, 1991
1991-01-01
Describes the social studies program at Walker Junior High School (La Palma, CA). Uses student research and role playing to make areas of history, geography, and government more meaningful. Includes colonial period, slavery, medieval life, and city government. Suggests themes, methods, and telecommunication and computer use. Reports that the…
An Exploration of Cognitive Agility as Quantified by Attention Allocation in a Complex Environment
2017-03-01
quantified by eye-tracking data collected while subjects played a military-relevant cognitive agility computer game (Make Goal), to determine whether...subjects played a military-relevant cognitive agility computer game (Make Goal), to determine whether certain patterns are associated with effective...Group and Control Group on Eye Tracking and Game Performance .....................36 3. Comparison between High and Low Performers on Eye tracking and
Application of a Novel Collaboration Engineering Method for Learning Design: A Case Study
ERIC Educational Resources Information Center
Cheng, Xusen; Li, Yuanyuan; Sun, Jianshan; Huang, Jianqing
2016-01-01
Collaborative case studies and computer-supported collaborative learning (CSCL) play an important role in the modern education environment. A number of researchers have given significant attention to learning design in order to improve the satisfaction of collaborative learning. Although collaboration engineering (CE) is a mature method widely…
PlayIt: Game Based Learning Approach for Teaching Programming Concepts
ERIC Educational Resources Information Center
Mathrani, Anuradha; Christian, Shelly; Ponder-Sutton, Agate
2016-01-01
This study demonstrates a game-based learning (GBL) approach to engage students in learning and enhance their programming skills. The paper gives a detailed narrative of how an educational game was mapped with the curriculum of a prescribed programming course in a computing diploma study programme. Two separate student cohorts were invited to…
Computer-Based Learning in Chemistry Classes
ERIC Educational Resources Information Center
Pietzner, Verena
2014-01-01
Currently not many people would doubt that computers play an essential role in both public and private life in many countries. However, somewhat surprisingly, evidence of computer use is difficult to find in German state schools although other countries have managed to implement computer-based teaching and learning in their schools. This paper…
Project-Based Teaching-Learning Computer-Aided Engineering Tools
ERIC Educational Resources Information Center
Simoes, J. A.; Relvas, C.; Moreira, R.
2004-01-01
Computer-aided design, computer-aided manufacturing, computer-aided analysis, reverse engineering and rapid prototyping are tools that play an important key role within product design. These are areas of technical knowledge that must be part of engineering and industrial design courses' curricula. This paper describes our teaching experience of…
Closing the Technological Gender Gap: Feminist Pedagogy in the Computer-Assisted Classroom.
ERIC Educational Resources Information Center
Hesse-Biber, Sharlene; Gilbert, Melissa Kesler
1994-01-01
Asserts that, although computers are playing an increasingly important role in the classroom, a technological gender gap serves as a barrier to the effective use of computers by women instructors in higher education. Encourages women to seize computer tools for their own educational purposes and argues for enhancing women's computer learning. (CFR)
Computational Multiqubit Tunnelling in Programmable Quantum Annealers
2016-08-25
ARTICLE Received 3 Jun 2015 | Accepted 26 Nov 2015 | Published 7 Jan 2016 Computational multiqubit tunnelling in programmable quantum annealers...state itself. Quantum tunnelling has been hypothesized as an advantageous physical resource for optimization in quantum annealing. However, computational ...qubit tunnelling plays a computational role in a currently available programmable quantum annealer. We devise a probe for tunnelling, a computational
The Reasoning behind the Scene: Why Do Early Childhood Educators Use Computers in Their Classrooms?
ERIC Educational Resources Information Center
Edwards, Suzy
2005-01-01
In recent times discussion surrounding the use of computers in early childhood education has emphasised the role computers play in children's everyday lives. This realisation has replaced early debate regarding the appropriateness or otherwise of computer use for young children in early childhood education. An important component of computer use…
Liu, Jun; Zhang, Liqun; Cao, Dapeng; Wang, Wenchuan
2009-12-28
Polymer nanocomposites (PNCs) often exhibit excellent mechanical, thermal, electrical and optical properties, because they combine the performances of both polymers and inorganic or organic nanoparticles. Recently, computer modeling and simulation are playing an important role in exploring the reinforcement mechanism of the PNCs and even the design of functional PNCs. This report provides an overview of the progress made in past decades in the investigation of the static, rheological and mechanical properties of polymer nanocomposites studied by computer modeling and simulation. Emphases are placed on exploring the mechanisms at the molecular level for the dispersion of nanoparticles in nanocomposites, the effects of nanoparticles on chain conformation and glass transition temperature (T(g)), as well as viscoelastic and mechanical properties. Finally, some future challenges and opportunities in computer modeling and simulation of PNCs are addressed.
Demand for and Satisfaction with Places at University--An Empirical Comparative Study
ERIC Educational Resources Information Center
Bischoff, Florian; Gassmann, Freya; Emrich, E.
2017-01-01
What features lead a student to choose sport science, chemistry, physics, computer science or musicology as their subject of study and the Saarland University Saarbrücken as their place of study? Empirical analysis shows that study conditions for students of chemistry, physics and music do not play an important role in selecting the place of…
Cognitive Play and Mathematical Learning in Computer Microworlds.
ERIC Educational Resources Information Center
Steffe, Leslie P.; Wiegel, Heide G.
1994-01-01
Uses the constructivist principle of active learning to explore the possibly essential elements in transforming a cognitive play activity into mathematical activity. Suggests that for such transformation to occur, cognitive play activity must involve operations of intelligence that, yield situations of mathematical schemes. Illustrates the…
Anderson, Sarah E; Economos, Christina D; Must, Aviva
2008-10-22
The high prevalence of childhood obesity underscores the importance of monitoring population trends in children's activity and screen time, and describing associations with child age, gender, race/ethnicity, and weight status. Our objective was to estimate the proportion of young children in the US who have low levels of active play or high levels of screen time, or who have both these behaviors, and to describe associations with age, gender, race/ethnicity, and weight status. We analyzed data collected during the National Health and Nutrition Examination Surveys 2001-2004, a US nationally representative cross-sectional study. We studied 2964 children aged 4.00 to 11.99 years. Our main outcomes were reported weekly times that the child played or exercised hard enough to sweat or breathe hard (active play), daily hours the child watched television/videos, used computers, or played computer games (screen time), and the combination of low active play and high screen time. Low active play was defined as active play 6 times or less per week. High screen time was defined as more than 2 hours per day. We accounted for the complex survey design in analyses and report proportions and 95% confidence intervals. We used Wald Chi-square to test for differences between proportions. To identify factors associated with low active play and high screen time, we used multivariate logistic regression. Of US children aged 4 to 11 years, 37.3% (95% confidence interval, 34.1% to 40.4%) had low levels of active play, 65.0% (95% CI, 61.4% to 68.5%) had high screen time, and 26.3% (95% CI, 23.8% to 28.9%) had both these behaviors. Characteristics associated with a higher probability of simultaneously having low active play and high screen time were older age, female gender, non-Hispanic black race/ethnicity, and having a BMI-for-age > or =95th percentile of the CDC growth reference. Many young children in the US are reported to have physical activity and screen time behaviors that are inconsistent with recommendations for healthy pediatric development. Children who are overweight, approaching adolescence, girls, and non-Hispanic blacks may benefit most from public health policies and programs aimed at these behaviors.
Castro, Marcelo A.
2013-01-01
About a decade ago, the first image-based computational hemodynamic studies of cerebral aneurysms were presented. Their potential for clinical applications was the result of a right combination of medical image processing, vascular reconstruction, and grid generation techniques used to reconstruct personalized domains for computational fluid and solid dynamics solvers and data analysis and visualization techniques. A considerable number of studies have captivated the attention of clinicians, neurosurgeons, and neuroradiologists, who realized the ability of those tools to help in understanding the role played by hemodynamics in the natural history and management of intracranial aneurysms. This paper intends to summarize the most relevant results in the field reported during the last years. PMID:24967285
Trusted measurement model based on multitenant behaviors.
Ning, Zhen-Hu; Shen, Chang-Xiang; Zhao, Yong; Liang, Peng
2014-01-01
With a fast growing pervasive computing, especially cloud computing, the behaviour measurement is at the core and plays a vital role. A new behaviour measurement tailored for Multitenants in cloud computing is needed urgently to fundamentally establish trust relationship. Based on our previous research, we propose an improved trust relationship scheme which captures the world of cloud computing where multitenants share the same physical computing platform. Here, we first present the related work on multitenant behaviour; secondly, we give the scheme of behaviour measurement where decoupling of multitenants is taken into account; thirdly, we explicitly explain our decoupling algorithm for multitenants; fourthly, we introduce a new way of similarity calculation for deviation control, which fits the coupled multitenants under study well; lastly, we design the experiments to test our scheme.
Trusted Measurement Model Based on Multitenant Behaviors
Ning, Zhen-Hu; Shen, Chang-Xiang; Zhao, Yong; Liang, Peng
2014-01-01
With a fast growing pervasive computing, especially cloud computing, the behaviour measurement is at the core and plays a vital role. A new behaviour measurement tailored for Multitenants in cloud computing is needed urgently to fundamentally establish trust relationship. Based on our previous research, we propose an improved trust relationship scheme which captures the world of cloud computing where multitenants share the same physical computing platform. Here, we first present the related work on multitenant behaviour; secondly, we give the scheme of behaviour measurement where decoupling of multitenants is taken into account; thirdly, we explicitly explain our decoupling algorithm for multitenants; fourthly, we introduce a new way of similarity calculation for deviation control, which fits the coupled multitenants under study well; lastly, we design the experiments to test our scheme. PMID:24987731
Computational Social Creativity.
Saunders, Rob; Bown, Oliver
2015-01-01
This article reviews the development of computational models of creativity where social interactions are central. We refer to this area as computational social creativity. Its context is described, including the broader study of creativity, the computational modeling of other social phenomena, and computational models of individual creativity. Computational modeling has been applied to a number of areas of social creativity and has the potential to contribute to our understanding of creativity. A number of requirements for computational models of social creativity are common in artificial life and computational social science simulations. Three key themes are identified: (1) computational social creativity research has a critical role to play in understanding creativity as a social phenomenon and advancing computational creativity by making clear epistemological contributions in ways that would be challenging for other approaches; (2) the methodologies developed in artificial life and computational social science carry over directly to computational social creativity; and (3) the combination of computational social creativity with individual models of creativity presents significant opportunities and poses interesting challenges for the development of integrated models of creativity that have yet to be realized.
The play's the thing: a clinical-developmental perspective on video games.
Gelfond, Holly S; Salonius-Pasternak, Dorothy E
2005-07-01
In this article, computer and video games are discussed as electronic play. Major perspectives on play and salient developmental issues are presented, along with similarities and differences between electronic play and other types of play. The authors consider possible benefits and risks associated with this type of play, with particular attention paid to cognitive and socioemotional development. Recommendations for clinicians in their work with children, adolescents, and parents are discussed, as are future directions for research.
NASA Astrophysics Data System (ADS)
Rosso, Osvaldo A.; Craig, Hugh; Moscato, Pablo
2009-03-01
We introduce novel Information Theory quantifiers in a computational linguistic study that involves a large corpus of English Renaissance literature. The 185 texts studied (136 plays and 49 poems in total), with first editions that range from 1580 to 1640, form a representative set of its period. Our data set includes 30 texts unquestionably attributed to Shakespeare; in addition we also included A Lover’s Complaint, a poem which generally appears in Shakespeare collected editions but whose authorship is currently in dispute. Our statistical complexity quantifiers combine the power of Jensen-Shannon’s divergence with the entropy variations as computed from a probability distribution function of the observed word use frequencies. Our results show, among other things, that for a given entropy poems display higher complexity than plays, that Shakespeare’s work falls into two distinct clusters in entropy, and that his work is remarkable for its homogeneity and for its closeness to overall means.
Teachers and Parents Play to Learn: Play-Based Instruction in Computer Technology
ERIC Educational Resources Information Center
Parker, Denise
2010-01-01
Play is so important that it is declared as one of the human rights by the United Nations. Although it is focused on children, play does "not" stop there. In the 1990s the author designed and facilitated a blended curriculum for a Head Start Program. The instructional goal was to introduce and get the children to effectively and…
Computational Nanotechnology Program
NASA Technical Reports Server (NTRS)
Scuseria, Gustavo E.
1997-01-01
The objectives are: (1) development of methodological and computational tool for the quantum chemistry study of carbon nanostructures and (2) development of the fundamental understanding of the bonding, reactivity, and electronic structure of carbon nanostructures. Our calculations have continued to play a central role in understanding the outcome of the carbon nanotube macroscopic production experiment. The calculations on buckyonions offer the resolution of a long controversy between experiment and theory. Our new tight binding method offers increased speed for realistic simulations of large carbon nanostructures.
NASA Astrophysics Data System (ADS)
Honing, Henkjan; Zuidema, Willem
2014-09-01
The future of cognitive science will be about bridging neuroscience and behavioral studies, with essential roles played by comparative biology, formal modeling, and the theory of computation. Nowhere will this integration be more strongly needed than in understanding the biological basis of language and music. We thus strongly sympathize with the general framework that Fitch [1] proposes, and welcome the remarkably broad and readable review he presents to support it.
Goshima, Yoshio; Hida, Tomonobu; Gotoh, Toshiyuki
2012-01-01
Axonal transport plays a crucial role in neuronal morphogenesis, survival and function. Despite its importance, however, the molecular mechanisms of axonal transport remain mostly unknown because a simple and quantitative assay system for monitoring this cellular process has been lacking. In order to better characterize the mechanisms involved in axonal transport, we formulate a novel computer-assisted monitoring system of axonal transport. Potential uses of this system and implications for future studies will be discussed.
NASA Technical Reports Server (NTRS)
Orr, Joel N.
1995-01-01
This reflection of human-computer interface and its requirements as virtual technology is advanced, proposes a new term: 'Pezonomics'. The term replaces the term ergonomics ('the law of work') with a definition pointing to 'the law of play.' The necessity of this term, the author reasons, comes from the need to 'capture the essence of play and calibrate our computer systems to its cadences.' Pezonomics will ensure that artificial environments, in particular virtual reality, are user friendly.
Computational Fluid Dynamics at NASA Ames Research Center
NASA Technical Reports Server (NTRS)
Kutler, Paul
1994-01-01
Computational fluid dynamics (CFD) is beginning to play a major role in the aircraft industry of the United States because of the realization that CFD can be a new and effective design tool and thus could provide a company with a competitive advantage. It is also playing a significant role in research institutions, both governmental and academic, as a tool for researching new fluid physics, as well as supplementing and complementing experimental testing. In this presentation, some of the progress made to date in CFD at NASA Ames will be reviewed. The presentation addresses the status of CFD in terms of methods, examples of CFD solutions, and computer technology. In addition, the role CFD will play in supporting the revolutionary goals set forth by the Aeronautical Policy Review Committee established by the Office of Science and Technology Policy is noted. The need for validated CFD tools is also briefly discussed.
Teaching and Learning: Whose Computer Is It? December/January E-Mail.
ERIC Educational Resources Information Center
Zhao, Yong; Hueyshan Tan, Sophia; Mishra, Punya
2001-01-01
Notes that teachers see the computer as a tool to help them teach better, while students use computers to play games, chat, and design Web sites. Describes the after-school program Kids Learning In Computer Klubhouses (KLICK!) that operates clubhouses within local middle schools. Discusses what participants have accomplished for themselves, their…
Evaluation of Visual Computer Simulator for Computer Architecture Education
ERIC Educational Resources Information Center
Imai, Yoshiro; Imai, Masatoshi; Moritoh, Yoshio
2013-01-01
This paper presents trial evaluation of a visual computer simulator in 2009-2011, which has been developed to play some roles of both instruction facility and learning tool simultaneously. And it illustrates an example of Computer Architecture education for University students and usage of e-Learning tool for Assembly Programming in order to…
Computer games and fine motor skills.
Borecki, Lukasz; Tolstych, Katarzyna; Pokorski, Mieczyslaw
2013-01-01
The study seeks to determine the influence of computer games on fine motor skills in young adults, an area of incomplete understanding and verification. We hypothesized that computer gaming could have a positive influence on basic motor skills, such as precision, aiming, speed, dexterity, or tremor. We examined 30 habitual game users (F/M - 3/27; age range 20-25 years) of the highly interactive game Counter Strike, in which players impersonate soldiers on a battlefield, and 30 age- and gender-matched subjects who declared never to play games. Selected tests from the Vienna Test System were used to assess fine motor skills and tremor. The results demonstrate that the game users scored appreciably better than the control subjects in all tests employed. In particular, the players did significantly better in the precision of arm-hand movements, as expressed by a lower time of errors, 1.6 ± 0.6 vs. 2.8 ± 0.6 s, a lower error rate, 13.6 ± 0.3 vs. 20.4 ± 2.2, and a shorter total time of performing a task, 14.6 ± 2.9 vs. 32.1 ± 4.5 s in non-players, respectively; p < 0.001 all. The findings demonstrate a positive influence of computer games on psychomotor functioning. We submit that playing computer games may be a useful training tool to increase fine motor skills and movement coordination.
Merkiel, Sylwia; Chalcarz, Wojciech; Deptuła, Monika
2011-01-01
The aim of this study was to compare physical activity of preschool girls and boys from the Mazowsze region and their favourite ways of spending free time. The studied population included 131 children aged 3 to 7 years. Parents filled in questionnaires about their children's physical activity and favourite ways of spending free time, as well as about general information on the children and their families. Gender had statistically significant influence on the children's birth weight, attending karate outside the preschool and on riding a bicycle, playing with a ball and playing with a dog as favourite ways of spending free time during sunny weather as well as playing on a computer and playing with dolls as favourite ways of spending free time during rainy weather. Gender had little influence on the studied preschoolers' physical activity. However favourite ways of spending free time turned out to be significantly different according to gender. Physical activity level in both girls and boys was low, similarly to their peers from the previous studies.
Comparative study of minutiae selection algorithms for ISO fingerprint templates
NASA Astrophysics Data System (ADS)
Vibert, B.; Charrier, C.; Le Bars, J.-M.; Rosenberger, C.
2015-03-01
We address the selection of fingerprint minutiae given a fingerprint ISO template. Minutiae selection plays a very important role when a secure element (i.e. a smart-card) is used. Because of the limited capability of computation and memory, the number of minutiae of a stored reference in the secure element is limited. We propose in this paper a comparative study of 6 minutiae selection methods including 2 methods from the literature and 1 like reference (No Selection). Experimental results on 3 fingerprint databases from the Fingerprint Verification Competition show their relative efficiency in terms of performance and computation time.
Parametric computational study of sheaths in multicomponent Ar/O2 plasma
NASA Astrophysics Data System (ADS)
Hromadka, J.; Ibehej, T.; Hrach, R.
2018-02-01
Our study is devoted to sheath structures emerging in Ar/O2 plasma. By means of two dimensional PIC/MCC computer model two configurations were investigated - sheath structure in the vicinity of a cylindrical Langmuir probe for two different biases and changes of the sheath structure when a cylindrical probe passes into a semi-planar probe. It was shown that O+ ions play important role in shielding out negative bias of a solid immersed in Ar/O2 plasma and edge effects of a semi-planar probe on its sheath structure were evaluated.
Hakala, Paula T; Rimpelä, Arja H; Saarni, Lea A; Salminen, Jouko J
2006-10-01
Neck-shoulder pain (NSP) and low back pain (LBP) increased among adolescents in the 1990s and the beginning of 2000. A potential risk factor for this increase is the use of information and communication technology. We studied how the use of computers, the Internet, and mobile phones, playing digital games and viewing television are related to NSP and LBP in adolescents. Mailed survey with nationally representative samples of 14-, 16-, and 18-year-old Finns in 2003 (n = 6003, response rate 68%). The outcome variables were weekly NSP and LBP. NSP was perceived by 26% and LBP by 12%. When compared with non-users, the risk of NSP was 1.3 (adjusted odds ratios) when using computers > 2-3 h/day, and 1.8 when using 4-5 h/day; 2.5 when using computers > or = 42 h/week, and 1.7 when using the Internet > or = 42 h/week. Compared with non-users, the risk of LBP was 2.0 when using computers > 5 h/day, 1.7 when using > or = 42 h/week, 1.8 when using the Internet > or = 42 h/week, and 2.0 when playing digital games > 5 h/day. Times spent on digital gaming, viewing television, and using mobile phones were not associated with NSP, nor were use of mobile phones and viewing television with LBP after adjusting for confounding factors. Frequent computer-related activities are an independent risk factor for NSP and LBP. Daily use of computers exceeding 2-3 h seems to be a threshold for NSP and exceeding 5 h for LBP. Computer-related activities may explain the increase of NSP and LBP in the 1990s and the beginning of 2000.
Gamification and serious games for personalized health.
McCallum, Simon
2012-01-01
Computer games are no longer just a trivial activity played by children in arcades. Social networking and casual gaming have broadened the market for, and acceptance of, games. This has coincided with a realization of their power to engage and motivate players. Good computer games are excellent examples of modern educational theory [1]. The military, health providers, governments, and educators, all use computer games. This paper focuses on Games for Health, discussing the range of areas and approaches to developing these games. We extend a taxonomy for Games for Health, describe a case study on games for dementia sufferers, and finally, present some challenges and research opportunities in this area.
Computer vision syndrome (CVS) - Thermographic Analysis
NASA Astrophysics Data System (ADS)
Llamosa-Rincón, L. E.; Jaime-Díaz, J. M.; Ruiz-Cardona, D. F.
2017-01-01
The use of computers has reported an exponential growth in the last decades, the possibility of carrying out several tasks for both professional and leisure purposes has contributed to the great acceptance by the users. The consequences and impact of uninterrupted tasks with computers screens or displays on the visual health, have grabbed researcher’s attention. When spending long periods of time in front of a computer screen, human eyes are subjected to great efforts, which in turn triggers a set of symptoms known as Computer Vision Syndrome (CVS). Most common of them are: blurred vision, visual fatigue and Dry Eye Syndrome (DES) due to unappropriate lubrication of ocular surface when blinking decreases. An experimental protocol was de-signed and implemented to perform thermographic studies on healthy human eyes during exposure to dis-plays of computers, with the main purpose of comparing the existing differences in temperature variations of healthy ocular surfaces.
ERIC Educational Resources Information Center
DeSensi, Frank; Rostov, Susan
These lesson plans are designed for use by high school social studies teachers who take their students on a field trip to the regional airports of Louisville, Kentucky. Twelve lesson plans are included: "It's the Computer's Fault"; "The Play's the Thing"; "A Hub! Yes, There's the Rub!"; "People and…
Digital Gaming Perspectives of Older Adults: Content vs. Interaction
ERIC Educational Resources Information Center
Marston, Hannah R.
2013-01-01
There were two objectives to this study: (a) to establish flow and (2) to establish whether computer game interaction or content was important to the older adult, using the Nintendo Wii and the Sony PlayStation 2 consoles. An earlier study had identified the sports genre as a preference, and three games (golf, tennis, and boxing) were selected…
The Effects of Pathological Gaming on Aggressive Behavior
Valkenburg, Patti M.; Peter, Jochen
2010-01-01
Studies have shown that pathological involvement with computer or video games is related to excessive gaming binges and aggressive behavior. Our aims for this study were to longitudinally examine if pathological gaming leads to increasingly excessive gaming habits, and how pathological gaming may cause an increase in physical aggression. For this purpose, we conducted a two-wave panel study among 851 Dutch adolescents (49% female) of which 540 played games (30% female). Our analyses indicated that higher levels of pathological gaming predicted an increase in time spent playing games 6 months later. Time spent playing violent games specifically, and not just games per se, increased physical aggression. Furthermore, higher levels of pathological gaming, regardless of violent content, predicted an increase in physical aggression among boys. That this effect only applies to boys does not diminish its importance, because adolescent boys are generally the heaviest players of violent games and most susceptible to pathological involvement. PMID:20549320
The effects of pathological gaming on aggressive behavior.
Lemmens, Jeroen S; Valkenburg, Patti M; Peter, Jochen
2011-01-01
Studies have shown that pathological involvement with computer or video games is related to excessive gaming binges and aggressive behavior. Our aims for this study were to longitudinally examine if pathological gaming leads to increasingly excessive gaming habits, and how pathological gaming may cause an increase in physical aggression. For this purpose, we conducted a two-wave panel study among 851 Dutch adolescents (49% female) of which 540 played games (30% female). Our analyses indicated that higher levels of pathological gaming predicted an increase in time spent playing games 6 months later. Time spent playing violent games specifically, and not just games per se, increased physical aggression. Furthermore, higher levels of pathological gaming, regardless of violent content, predicted an increase in physical aggression among boys. That this effect only applies to boys does not diminish its importance, because adolescent boys are generally the heaviest players of violent games and most susceptible to pathological involvement.
ERIC Educational Resources Information Center
Stuart, Reginald
2010-01-01
When Alexander Johnson, a college freshman studying for a career in animation, began pondering colleges to attend, the opportunity to use modern computer technology tools in his classes played a major role in his consideration. Today, Johnson considers himself lucky to be among the students at historically Black colleges and universities (HBCUs)…
A Computational Model of Reasoning from the Clinical Literature
Rennels, Glenn D.
1986-01-01
This paper explores the premise that a formalized representation of empirical studies can play a central role in computer-based decision support. The specific motivations underlying this research include the following propositions: 1. Reasoning from experimental evidence contained in the clinical literature is central to the decisions physicians make in patient care. 2. A computational model, based upon a declarative representation for published reports of clinical studies, can drive a computer program that selectively tailors knowledge of the clinical literature as it is applied to a particular case. 3. The development of such a computational model is an important first step toward filling a void in computer-based decision support systems. Furthermore, the model may help us better understand the general principles of reasoning from experimental evidence both in medicine and other domains. Roundsman is a developmental computer system which draws upon structured representations of the clinical literature in order to critique plans for the management of primary breast cancer. Roundsman is able to produce patient-specific analyses of breast cancer management options based on the 24 clinical studies currently encoded in its knowledge base. The Roundsman system is a first step in exploring how the computer can help to bring a critical analysis of the relevant literature to the physician, structured around a particular patient and treatment decision.
Hypergraph-Based Combinatorial Optimization of Matrix-Vector Multiplication
ERIC Educational Resources Information Center
Wolf, Michael Maclean
2009-01-01
Combinatorial scientific computing plays an important enabling role in computational science, particularly in high performance scientific computing. In this thesis, we will describe our work on optimizing matrix-vector multiplication using combinatorial techniques. Our research has focused on two different problems in combinatorial scientific…
2013-09-01
DATES COVERED (From - To) 1 Sep 2013–30 Sep 2013 4 . TITLE AND SUBTITLE Detecting Key Inter-Joint Distances and Anthropometry Effects for Static Gesture...13. SUPPLEMENTARY NOTES “Nintendo Wii” is a registered trademark of Nintendo Company, Ltd. “ PlayStation ” is a registered trademark of Sony...Computer Entertainment; PlayStation “Move” ® (Sony Computer Entertainment). “Kinect” is a registered trademark of Microsoft Corporation. Merriam-Webster
Musculoskeletal pain in obese adolescents.
Jannini, Suely Nóbrega; Dória-Filho, Ulysses; Damiani, Durval; Silva, Clovis Artur Almeida
2011-01-01
To determine the prevalence of pain, musculoskeletal syndromes, orthopedic disorders and using computers and playing videogames among obese adolescents. This was a cross-sectional study that investigated 100 consecutive obese adolescents and 100 healthy-weight controls using a confidential, self-report questionnaire covering demographic data, sports participation, painful musculoskeletal system symptoms and using computers and playing videogames. The questionnaire's test-retest reliability was tested. Physical examination covered six musculoskeletal syndromes and seven orthopedic disorders. The kappa index for test-retest was 0.724. Pain and musculoskeletal syndromes were equally prevalent in both groups (44 vs. 56%, p = 0.09; 12 vs. 16%, p = 0.541; respectively). Notwithstanding, orthopedic disorders (98 vs. 76%, p = 0.0001), tight quadriceps (89 vs. 44%, p = 0.0001) and genu valgum (87 vs. 24%, p = 0.0001) were significantly more prevalent in obese adolescents than in controls. Median time spent using a computer the day before, on Saturdays and on Sundays were all lower among the obese subjects (30 vs. 60 minutes, p = 0.0001; 1 vs. 60 minutes, p = 0.001; and 0 vs. 30 minutes, p = 0.02; respectively). Obese adolescents were less likely to play handheld videogames (2 vs. 11%, p = 0.003) and there was no difference in the two groups' use of full-sized videogames (p > 0.05). Comparing obese adolescents with pain to those free from pain revealed that pain was more frequent among females (59 vs. 39%, p = 0.048) and was associated with greater median time spent playing on Sundays [0 (0-720) vs. 0 (0-240) minutes, p = 0.028]. Obesity can cause osteoarticular system damage at the start of adolescence, particularly to the lower limbs. Programs developed specifically for obese female adolescents with musculoskeletal pain are needed.
Computer generated maps from digital satellite data - A case study in Florida
NASA Technical Reports Server (NTRS)
Arvanitis, L. G.; Reich, R. M.; Newburne, R.
1981-01-01
Ground cover maps are important tools to a wide array of users. Over the past three decades, much progress has been made in supplementing planimetric and topographic maps with ground cover details obtained from aerial photographs. The present investigation evaluates the feasibility of using computer maps of ground cover from satellite input tapes. Attention is given to the selection of test sites, a satellite data processing system, a multispectral image analyzer, general purpose computer-generated maps, the preliminary evaluation of computer maps, a test for areal correspondence, the preparation of overlays and acreage estimation of land cover types on the Landsat computer maps. There is every indication to suggest that digital multispectral image processing systems based on Landsat input data will play an increasingly important role in pattern recognition and mapping land cover in the years to come.
Affordable Emerging Computer Hardware for Neuromorphic Computing Applications
2011-09-01
DATES COVERED (From - To) 4 . TITLE AND SUBTITLE AFFORDABLE EMERGING COMPUTER HARDWARE FOR NEUROMORPHIC COMPUTING APPLICATIONS 5a. CONTRACT NUMBER...speedup over software [3, 4 ]. 3 Table 1 shows a comparison of the computing performance, communication performance, power consumption...time is probably 5 frames per second, corresponding to 5 saccades. III. RESULTS AND DISCUSSION The use of IBM Cell-BE technology (Sony PlayStation
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.
Computer games and prosocial behaviour.
Mengel, Friederike
2014-01-01
We relate different self-reported measures of computer use to individuals' propensity to cooperate in the Prisoner's dilemma. The average cooperation rate is positively related to the self-reported amount participants spend playing computer games. None of the other computer time use variables (including time spent on social media, browsing internet, working etc.) are significantly related to cooperation rates.
Computer Education for Teachers in Secondary Schools; Aims and Objectives in Teacher Training.
ERIC Educational Resources Information Center
International Federation for Information Processing, Geneva (Switzerland). Working Group on Secondary School Education.
Society and education are changing rapidly, and since computers are playing a significant role in these changes it is imperative that secondary school teachers become more fully informed about computers. Computers are of interest to learners because they have led to new theoretical developments, such as automata theory, have many practical…
Computer Integration into the Early Childhood Curriculum
ERIC Educational Resources Information Center
Mohammad, Mona; Mohammad, Heyam
2012-01-01
Navin and Mark are playing at the computer in their preschool classroom. Like the rest of their classmates, these four-year-old children fearlessly experiment with computer as they navigate through the art program they are using. As they draw and paint on the computer screen, Mark and Navin talk about their creation. "Let's try the stamps" insists…
Pre-Service ELT Teachers' Attitudes towards Computer Use: A Turkish Survey
ERIC Educational Resources Information Center
Sariçoban, Arif
2013-01-01
Problem Statement: Computer technology plays a crucial role in foreign/second language (L2) instruction, and as such, L2 teachers display different attitudes towards the use of computers in their teaching activities. It is important to know what attitudes these teachers hold towards the use of computers and whether they have these varying…
Role of virtual reality for cerebral palsy management.
Weiss, Patrice L Tamar; Tirosh, Emanuel; Fehlings, Darcy
2014-08-01
Virtual reality is the use of interactive simulations to present users with opportunities to perform in virtual environments that appear, sound, and less frequently, feel similar to real-world objects and events. Interactive computer play refers to the use of a game where a child interacts and plays with virtual objects in a computer-generated environment. Because of their distinctive attributes that provide ecologically realistic and motivating opportunities for active learning, these technologies have been used in pediatric rehabilitation over the past 15 years. The ability of virtual reality to create opportunities for active repetitive motor/sensory practice adds to their potential for neuroplasticity and learning in individuals with neurologic disorders. The objectives of this article is to provide an overview of how virtual reality and gaming are used clinically, to present the results of several example studies that demonstrate their use in research, and to briefly remark on future developments. © The Author(s) 2014.
Advances in visual representation of molecular potentials.
Du, Qi-Shi; Huang, Ri-Bo; Chou, Kuo-Chen
2010-06-01
The recent advances in visual representations of molecular properties in 3D space are summarized, and their applications in molecular modeling study and rational drug design are introduced. The visual representation methods provide us with detailed insights into protein-ligand interactions, and hence can play a major role in elucidating the structure or reactivity of a biomolecular system. Three newly developed computation and visualization methods for studying the physical and chemical properties of molecules are introduced, including their electrostatic potential, lipophilicity potential and excess chemical potential. The newest application examples of visual representations in structure-based rational drug are presented. The 3D electrostatic potentials, calculated using the empirical method (EM-ESP), in which the classical Coulomb equation and traditional atomic partial changes are discarded, are highly consistent with the results by the higher level quantum chemical method. The 3D lipophilicity potentials, computed by the heuristic molecular lipophilicity potential method based on the principles of quantum mechanics and statistical mechanics, are more accurate and reliable than those by using the traditional empirical methods. The 3D excess chemical potentials, derived by the reference interaction site model-hypernetted chain theory, provide a new tool for computational chemistry and molecular modeling. For structure-based drug design, the visual representations of molecular properties will play a significant role in practical applications. It is anticipated that the new advances in computational chemistry will stimulate the development of molecular modeling methods, further enriching the visual representation techniques for rational drug design, as well as other relevant fields in life science.
An Overview of Cloud Computing in Distributed Systems
NASA Astrophysics Data System (ADS)
Divakarla, Usha; Kumari, Geetha
2010-11-01
Cloud computing is the emerging trend in the field of distributed computing. Cloud computing evolved from grid computing and distributed computing. Cloud plays an important role in huge organizations in maintaining huge data with limited resources. Cloud also helps in resource sharing through some specific virtual machines provided by the cloud service provider. This paper gives an overview of the cloud organization and some of the basic security issues pertaining to the cloud.
ERIC Educational Resources Information Center
Williams, Fred D.
An adventure game is a role-playing game that usually, but not always, has some fantasy aspect. The role-playing aspect is the key element because players become personally involved when they assume a role, and defeat becomes personal and less acceptable than in other types of games. Computer-based role-playing games are extremely popular because…
Video and Computer Games in the '90s: Children's Time Commitment and Game Preference.
ERIC Educational Resources Information Center
Buchman, Debra D.; Funk, Jeanne B.
1996-01-01
Examined electronic game-playing habits of 900 children. Found that time commitment to game-playing decreased from fourth to eighth grade. Boys played more than girls. Preference for general entertainment games increased across grades while educational games preference decreased. Violent game popularity remained consistent; fantasy violence was…
The Composition of Dramatic Experience: The Play Element in Student Electronic Projects.
ERIC Educational Resources Information Center
Rouzie, Albert
2000-01-01
Analyzes two student group Hypertext projects and a MOO (multiuser domain, object-oriented) project. Finds the play element can enrich readerly experience through the creation of a dramatic experience of information. Suggests that composition instructors need to recognize the play element in computer-based composition and encourage the development…
ERIC Educational Resources Information Center
Lajunen, Hanna-Reetta; Keski-Rahkonen, Anna; Pulkkinen, Lea; Rose, Richard J.; Rissanen, Aila; Kaprio, Jaakko
2009-01-01
We examined longitudinal associations between individual leisure activities (television viewing, video viewing, computer games, listening to music, board games, musical instrument playing, reading, arts, crafts, socializing, clubs or scouts, sports, outdoor activities) and being overweight using logistic regression and latent class analysis in a…
Using Wikis for Learning and Knowledge Building: Results of an Experimental Study
ERIC Educational Resources Information Center
Kimmerle, Joachim; Moskaliuk, Johannes; Cress, Ulrike
2011-01-01
Computer-supported learning and knowledge building play an increasing role in online collaboration. This paper outlines some theories concerning the interplay between individual processes of learning and collaborative processes of knowledge building. In particular, it describes the co-evolution model that attempts to examine processes of learning…
Ocean Modeling and Visualization on Massively Parallel Computer
NASA Technical Reports Server (NTRS)
Chao, Yi; Li, P. Peggy; Wang, Ping; Katz, Daniel S.; Cheng, Benny N.
1997-01-01
Climate modeling is one of the grand challenges of computational science, and ocean modeling plays an important role in both understanding the current climatic conditions and predicting future climate change.
Rosin, Christopher D
2014-03-01
Game playing has been a core domain of artificial intelligence research since the beginnings of the field. Game playing provides clearly defined arenas within which computational approaches can be readily compared to human expertise through head-to-head competition and other benchmarks. Game playing research has identified several simple core algorithms that provide successful foundations, with development focused on the challenges of defeating human experts in specific games. Key developments include minimax search in chess, machine learning from self-play in backgammon, and Monte Carlo tree search in Go. These approaches have generalized successfully to additional games. While computers have surpassed human expertise in a wide variety of games, open challenges remain and research focuses on identifying and developing new successful algorithmic foundations. WIREs Cogn Sci 2014, 5:193-205. doi: 10.1002/wcs.1278 CONFLICT OF INTEREST: The author has declared no conflicts of interest for this article. For further resources related to this article, please visit the WIREs website. © 2014 John Wiley & Sons, Ltd.
Schmidhuber, Jürgen
2013-01-01
Most of computer science focuses on automatically solving given computational problems. I focus on automatically inventing or discovering problems in a way inspired by the playful behavior of animals and humans, to train a more and more general problem solver from scratch in an unsupervised fashion. Consider the infinite set of all computable descriptions of tasks with possibly computable solutions. Given a general problem-solving architecture, at any given time, the novel algorithmic framework PowerPlay (Schmidhuber, 2011) searches the space of possible pairs of new tasks and modifications of the current problem solver, until it finds a more powerful problem solver that provably solves all previously learned tasks plus the new one, while the unmodified predecessor does not. Newly invented tasks may require to achieve a wow-effect by making previously learned skills more efficient such that they require less time and space. New skills may (partially) re-use previously learned skills. The greedy search of typical PowerPlay variants uses time-optimal program search to order candidate pairs of tasks and solver modifications by their conditional computational (time and space) complexity, given the stored experience so far. The new task and its corresponding task-solving skill are those first found and validated. This biases the search toward pairs that can be described compactly and validated quickly. The computational costs of validating new tasks need not grow with task repertoire size. Standard problem solver architectures of personal computers or neural networks tend to generalize by solving numerous tasks outside the self-invented training set; PowerPlay’s ongoing search for novelty keeps breaking the generalization abilities of its present solver. This is related to Gödel’s sequence of increasingly powerful formal theories based on adding formerly unprovable statements to the axioms without affecting previously provable theorems. The continually increasing repertoire of problem-solving procedures can be exploited by a parallel search for solutions to additional externally posed tasks. PowerPlay may be viewed as a greedy but practical implementation of basic principles of creativity (Schmidhuber, 2006a, 2010). A first experimental analysis can be found in separate papers (Srivastava et al., 2012a,b, 2013). PMID:23761771
Van den Bulck, Jan
2004-02-01
To investigate the relationship between the presence of a television set, a gaming computer, and/or an Internet connection in the room of adolescents and television viewing, computer game playing, and Internet use on the one hand, and time to bed, time up, time spent in bed, and overall tiredness in first- and fourth-year secondary-school children on the other hand. A random sample of students from 15 schools in Flanders, Belgium, yielded 2546 children who completed a questionnaire with questions about media presence in bedrooms; volume of television viewing, computer game playing, and Internet use; time to bed and time up on average weekdays and average weekend days; and questions regarding the level of tiredness in the morning, at school, after a day at school, and after the weekend. Children with a television set in their rooms went to bed significantly later on weekdays and weekend days and got up significantly later on weekend days. Overall, they spent less time in bed on weekdays. Children with a gaming computer in their rooms went to bed significantly later on weekdays. On weekdays, they spent significantly less time in bed. Children who watched more television went to bed later on weekdays and weekend days and got up later on weekend days. They spent less time in bed on weekdays. They reported higher overall levels of being tired. Children who spent more time playing computer games went to bed later on weekdays and weekend days and got up later on weekend days. On weekdays, they actually got up significantly earlier. They spent less time in bed on weekdays and reported higher levels of tiredness. Children who spent more time using the Internet went to bed significantly later during the week and during the weekend. They got up later on weekend days. They spent less time in bed during the week and reported higher levels of tiredness. Going out was also significantly related to sleeping later and less. Concerns about media use should not be limited to television. Computer game playing and Internet use are related to sleep behavior as well. Leisure activities that are unstructured seem to be negatively related to good sleep patterns. Imposing more structure (eg, end times) might reduce impact.
Closing the race and gender gaps in computer science education
NASA Astrophysics Data System (ADS)
Robinson, John Henry
Life in a technological society brings new paradigms and pressures to bear on education. These pressures are magnified for underrepresented students and must be addressed if they are to play a vital part in society. Educational pipelines need to be established to provide at risk students with the means and opportunity to succeed in science, technology, engineering, and mathematics (STEM) majors. STEM educational pipelines are programs consisting of components that seek to facilitate students' completion of a college degree by providing access to higher education, intervention, mentoring, support infrastructure, and programs that encourage academic success. Successes in the STEM professions mean that more educators, scientist, engineers, and researchers will be available to add diversity to the professions and to provide role models for future generations. The issues that the educational pipelines must address are improving at risk groups' perceptions and awareness of the math, science, and engineering professions. Additionally, the educational pipelines must provide intervention in math preparation, overcome gender and race socialization, and provide mentors and counseling to help students achieve better self perceptions and provide positive role models. This study was designed to explorer the underrepresentation of minorities and women in the computer science major at Rowan University through a multilayered action research methodology. The purpose of this research study was to define and understand the needs of underrepresented students in computer science, to examine current policies and enrollment data for Rowan University, to develop a historical profile of the Computer Science program from the standpoint of ethnicity and gender enrollment to ascertain trends in students' choice of computer science as a major, and an attempt to determine if raising awareness about computer science for incoming freshmen, and providing an alternate route into the computer science major will entice more women and minorities to pursue a degree in computer science at Rowan University. Finally, this study examined my espoused leadership theories and my leadership theories in use through reflective practices as I progressed through the cycles of this project. The outcomes of this study indicated a large downward trend in women enrollment in computer science and a relatively flat trend in minority enrollment. The enrollment data at Rowan University was found to follow a nationwide trend for underrepresented students' enrollment in STEM majors. The study also indicated that students' mental models are based upon their race and gender socialization and their understanding of the world and society. The mental models were shown to play a large role in the students' choice of major. Finally, a computer science pipeline was designed and piloted as part of this study in an attempt to entice more students into the major and facilitate their success. Additionally, the mental models of the participants were challenged through interactions to make them aware of what possibilities are available with a degree in computer science. The entire study was wrapped in my leadership, which was practiced and studied over the course of this work.
Visual problems in young adults due to computer use.
Moschos, M M; Chatziralli, I P; Siasou, G; Papazisis, L
2012-04-01
Computer use can cause visual problems. The purpose of our study was to evaluate visual problems due to computer use in young adults. Participants in our study were 87 adults, 48 male and 39 female, mean aged 31.3 years old (SD 7.6). All the participants completed a questionnaire regarding visual problems detected after computer use. The mean daily use of computers was 3.2 hours (SD 2.7). 65.5 % of the participants complained for dry eye, mainly after more than 2.5 hours of computer use. 32 persons (36.8 %) had a foreign body sensation in their eyes, while 15 participants (17.2 %) complained for blurred vision which caused difficulties in driving, after 3.25 hours of continuous computer use. 10.3 % of the participants sought medical advice for their problem. There was a statistically significant correlation between the frequency of visual problems and the duration of computer use (p = 0.021). 79.3 % of the participants use artificial tears during or after long use of computers, so as not to feel any ocular discomfort. The main symptom after computer use in young adults was dry eye. All visual problems associated with the duration of computer use. Artificial tears play an important role in the treatment of ocular discomfort after computer use. © Georg Thieme Verlag KG Stuttgart · New York.
... too much television or playing too many video games make exotropia worse? Or can video games help? Normal visual activities have no effect on ... time their children spend watching TV, playing video games, and sitting at their computers. What is sensory ...
2012-01-01
Background Important health benefits can be achieved when physical activity in children from low socio-economic status is promoted and sedentariness is limited. By specifying the mediating mechanisms of existing interventions one can improve future physical activity interventions. This study explored potential mediators of the long-term effect of the school-based multicomponent JUMP-in intervention on sport participation, outdoor play and screen time in Dutch primary schoolchildren from disadvantaged neighborhoods. Methods In total, 600 primary schoolchildren (aged 9.8 ± 0.7, 51% girls, 13% Dutch ethnicity, 35% overweight) from 9 intervention and 10 control schools were included in the analyses. JUMP-in was developed using Intervention Mapping, and targeted psychological and environmental determinants of physical activity. Outcome behaviors were self-reported sport participation, outdoor play, TV-viewing behavior and computer use. Potential mediators were self-reported psychological, social and physical environmental factors. Results JUMP-in was effective in improving sport participation after 20 months, but not in improving outdoor play, or reducing TV-viewing or computer time. JUMP-in was not effective in changing hypothesized mediators so no significant mediated effects could be identified. However, changes in self-efficacy, social support and habit strength were positively associated with changes in sport participation, and changes in social support, self-efficacy, perceived planning skills, enjoyment and habit strength were positively associated with changes in outdoor play. Changes in enjoyment was positively associated with changes in TV-viewing while parental rules were negatively associated. Having a computer in the bedroom and enjoyment were positively associated with changes in computer use, while changes in parental rules were negatively associated. Conclusions Besides a significant positive effect on sports participation, no significant intervention effect on outdoor play, screen time or any of the potential mediators was found. This suggest that other (unmeasured) factors operated as mediating mechanisms of the intervention, that we used unsuccessful intervention strategies, that the strategies were inappropriately implemented, or that children are unable to accurately recall past activities and cognitions. Additionally, the school setting might not be the sole channel to influence leisure time activities. Still, several personal and environmental constructs were found to be relevant in predicting change in sport participation, outdoor play and screen behavior and seem to be potential mediators. Future interventions are recommended including more effective strategies targeting these relevant constructs, addressing different constructs (e.g. pedagogic skills of parents), and focusing on different implementation settings. Trail registration ISRCTN17489378 PMID:23130806
2005-09-01
squad training, team training, dismounted training, video games , computer games, multiplayer games. 16. PRICE CODE 17. SECURITY CLASSIFICATION OF...Multiplayer - mode of play for computer and video games in which multiple people can play the same game at the same time (Wikipedia, 2005) D...that “improvements in 3-D image generation on the PC and the speed of the internet” have increased the military’s interest in the use of video games as
ERIC Educational Resources Information Center
Pepe, Kadir
2011-01-01
This study is a descriptive study based on the screening model, and was conducted in order to inquire the effect of games and the relation between gender and class success variables and game preferences in primary school students. The universe of the study was the primary schools in city center in Province of Burdur and the sample group of the…
NASA Astrophysics Data System (ADS)
Nelson, Mathew
In today's age of exponential change and technological advancement, awareness of any gender gap in technology and computer science-related fields is crucial, but further research must be done in an effort to better understand the complex interacting factors contributing to the gender gap. This study utilized a survey to investigate specific gender differences relating to computing self-efficacy, computer usage, and environmental factors of exposure, personal interests, and parental influence that impact gender differences of high school students within a one-to-one computing environment in South Dakota. The population who completed the One-to-One High School Computing Survey for this study consisted of South Dakota high school seniors who had been involved in a one-to-one computing environment for two or more years. The data from the survey were analyzed using descriptive and inferential statistics for the determined variables. From the review of literature and data analysis several conclusions were drawn from the findings. Among them are that overall, there was very little difference in perceived computing self-efficacy and computing anxiety between male and female students within the one-to-one computing initiative. The study supported the current research that males and females utilized computers similarly, but males spent more time using their computers to play online games. Early exposure to computers, or the age at which the student was first exposed to a computer, and the number of computers present in the home (computer ownership) impacted computing self-efficacy. The results also indicated parental encouragement to work with computers also contributed positively to both male and female students' computing self-efficacy. Finally the study also found that both mothers and fathers encouraged their male children more than their female children to work with computing and pursue careers in computing science fields.
Fundamental device design considerations in the development of disruptive nanoelectronics.
Singh, R; Poole, J O; Poole, K F; Vaidya, S D
2002-01-01
In the last quarter of a century silicon-based integrated circuits (ICs) have played a major role in the growth of the economy throughout the world. A number of new technologies, such as quantum computing, molecular computing, DNA molecules for computing, etc., are currently being explored to create a product to replace semiconductor transistor technology. We have examined all of the currently explored options and found that none of these options are suitable as silicon IC's replacements. In this paper we provide fundamental device criteria that must be satisfied for the successful operation of a manufacturable, not yet invented, device. The two fundamental limits are the removal of heat and reliability. The switching speed of any practical man-made computing device will be in the range of 10(-15) to 10(-3) s. Heisenberg's uncertainty principle and the computer architecture set the heat generation limit. The thermal conductivity of the materials used in the fabrication of a nanodimensional device sets the heat removal limit. In current electronic products, redundancy plays a significant part in improving the reliability of parts with macroscopic defects. In the future, microscopic and even nanoscopic defects will play a critical role in the reliability of disruptive nanoelectronics. The lattice vibrations will set the intrinsic reliability of future computing systems. The two critical limits discussed in this paper provide criteria for the selection of materials used in the fabrication of future devices. Our work shows that diamond contains the clue to providing computing devices that will surpass the performance of silicon-based nanoelectronics.
ERIC Educational Resources Information Center
Sherin, Bruce
2013-01-01
A large body of research in the learning sciences has focused on students' commonsense science knowledge--the everyday knowledge of the natural world that is gained outside of formal instruction. Although researchers studying commonsense science have employed a variety of methods, 1-on-1 clinical interviews have played a unique role. The data…
ERIC Educational Resources Information Center
Ting, Yu-Liang; Tai, Yaming; Chen, Jun-Horng
2017-01-01
Telepresence has been playing an important role in a mediated learning environment. However, the current design of telepresence seems to be dominated by the emulation of physical human presence. With reference to social constructivism learning and the recognition of individuals as intelligent entities, this study explored the transformation of…
Relationship between Screen-Time and Motor Proficiency in Children: A Longitudinal Study
ERIC Educational Resources Information Center
Cadoret, Geneviève; Bigras, Nathalie; Lemay, Lise; Lehrer, Joanne; Lemire, Julie
2018-01-01
The objective of this longitudinal study was to examine the relationship between screen time (ST) and children's motor proficiency. The amount of time 113 children spent watching television, using a computer, and playing video games as reported by parents at ages 4, 5, and 7 was measured and children's motor skills were evaluated at age 7 with the…
ERIC Educational Resources Information Center
Miller, Lee Dee; Shell, Duane; Khandaker, Nobel; Soh, Leen-Kiat
2011-01-01
Computer games have long been used for teaching. Current reviews lack categorization and analysis using learning models which would help instructors assess the usefulness of computer games. We divide the use of games into two classes: game playing and game development. We discuss the Input-Process-Outcome (IPO) model for the learning process when…
Building Cognition: The Construction of Computational Representations for Scientific Discovery
ERIC Educational Resources Information Center
Chandrasekharan, Sanjay; Nersessian, Nancy J.
2015-01-01
Novel computational representations, such as simulation models of complex systems and video games for scientific discovery (Foldit, EteRNA etc.), are dramatically changing the way discoveries emerge in science and engineering. The cognitive roles played by such computational representations in discovery are not well understood. We present a…
NASA Astrophysics Data System (ADS)
Stoilescu, Dorian; Egodawatte, Gunawardena
2010-12-01
Research shows that female and male students in undergraduate computer science programs view computer culture differently. Female students are interested more in the use of computers than in doing programming, whereas male students see computer science mainly as a programming activity. The overall purpose of our research was not to find new definitions for computer science culture but to see how male and female students see themselves involved in computer science practices, how they see computer science as a successful career, and what they like and dislike about current computer science practices. The study took place in a mid-sized university in Ontario. Sixteen students and two instructors were interviewed to get their views. We found that male and female views are different on computer use, programming, and the pattern of student interactions. Female and male students did not have any major issues in using computers. In computing programming, female students were not so involved in computing activities whereas male students were heavily involved. As for the opinions about successful computer science professionals, both female and male students emphasized hard working, detailed oriented approaches, and enjoying playing with computers. The myth of the geek as a typical profile of successful computer science students was not found to be true.
Climate Ocean Modeling on Parallel Computers
NASA Technical Reports Server (NTRS)
Wang, P.; Cheng, B. N.; Chao, Y.
1998-01-01
Ocean modeling plays an important role in both understanding the current climatic conditions and predicting future climate change. However, modeling the ocean circulation at various spatial and temporal scales is a very challenging computational task.
Video Games and Civic Engagement
ERIC Educational Resources Information Center
Perkins-Gough, Deborah
2009-01-01
According to a national telephone survey by the Pew Internet Project, 99 percent of boys and 94 percent of girls ages 12-17 play computer, Web, portable, or console games; and 50 percent play such games daily. The survey report, Teens, Video Games, and Civics, examines the extent and nature of teens' game playing and sheds some light on the…
Should Technology Be a Concern for Parents of Preschoolers?
ERIC Educational Resources Information Center
DeShelter, Lori; Slutsky, Ruslan
2017-01-01
Due to an influx of new technology, children today have more options for how they engage in play through technology than ever before. Computers, tablets, hand held video games and parents' cell phones are among the numerous technologies that affect children's playtime. Traditional play and technology play are two ways that young children engage in…
Tongue-controlled computer game: a new approach for rehabilitation of tongue motor function.
Kothari, Mohit; Svensson, Peter; Jensen, Jim; Holm, Trine Davidsen; Nielsen, Mathilde Skorstengaard; Mosegaard, Trine; Nielsen, Jørgen Feldbæk; Ghovanloo, Maysam; Baad-Hansen, Lene
2014-03-01
To investigate the influence of tongue disability, age, and sex on motor performance for a tongue-training paradigm involving playing a computer game using the Tongue Drive System (TDS). Two controlled observational studies. A neurorehabilitation center and a dental school. In study 1, tongue-disabled patients with symptoms of dysphagia and dysarthria (n=11) and age- and sex-matched controls (n=11) participated in tongue training. In study 2, healthy elderly persons (n=16) and healthy young persons (n=16) volunteered. In study 1 and study 2, the tongue training lasted 30 and 40 minutes, respectively. Participants were instructed to play a computer game with the tongue using TDS. Motor performance was compared between groups in both studies. Correlation analyses were performed between age and relative improvement in performance. Subject-based reports of motivation, fun, pain, and fatigue evaluated on 0-to-10 numeric rating scales were compared between groups. In study 1, tongue-disabled patients performed poorer than healthy controls (P=.005) and with a trend of a sex difference (P=.046). In study 2, healthy young participants performed better than healthy elderly participants (P<.001), but there was no effect of sex (P=.140). There was a significant negative correlation between age and relative improvement in performance (δ=-.450; P=.009). There were no significant differences in subject-based reports of motivation, fun, pain, and fatigue between groups in any of the studies (P>.094). The present study provides evidence that tongue disability and age can influence behavioral measures of tongue motor performance. TDS may be a new adjunctive neurorehabilitation regimen in treating tongue-disabled patients. Copyright © 2014 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.
Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood
Ream, Geoffrey L.; Elliott, Luther C.; Dunlap, Eloise
2013-01-01
This study explored the relationship between video gaming and age during childhood, adolescence, and emerging adulthood. It also examined whether “role incompatibility,” the theory that normative levels of substance use decrease through young adulthood as newly acquired adult roles create competing demands, generalizes to video gaming. Emerging adult video gamers (n = 702) recruited from video gaming contexts in New York City completed a computer-assisted personal interview and life-history calendar. All four video gaming indicators—days/week played, school/work day play, nonschool/work day play, and problem play—had significant curvilinear relationships with age. The “shape” of video gaming's relationship with age is, therefore, similar to that of substance use, but video gaming appears to peak earlier in life than substance use, that is, in late adolescence rather than emerging adulthood. Of the four video gaming indicators, role incompatibility only significantly affected school/work day play, the dimension with the clearest potential to interfere with life obligations. PMID:24236277
Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.
Lemmens, Jeroen S; Hendriks, Stefan J F
2016-04-01
Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games.
Computer modeling of prostate cancer treatment. A paradigm for oncologic management?
Miles, B J; Kattan, M W
1995-04-01
This article discusses the relevance of computer modeling to the management of prostate cancer. Several computer modeling techniques are reviewed and the advantages and disadvantages of each are discussed. An example that uses a computer model to compare alternative strategies for clinically localized prostate cancer is examined in detail. The quality of the data used in computer models is critical, and these models play an important role in medical decision making.
a Study of the Reconstruction of Accidents and Crime Scenes Through Computational Experiments
NASA Astrophysics Data System (ADS)
Park, S. J.; Chae, S. W.; Kim, S. H.; Yang, K. M.; Chung, H. S.
Recently, with an increase in the number of studies of the safety of both pedestrians and passengers, computer software, such as MADYMO, Pam-crash, and LS-dyna, has been providing human models for computer simulation. Although such programs have been applied to make machines beneficial for humans, studies that analyze the reconstruction of accidents or crime scenes are rare. Therefore, through computational experiments, the present study presents reconstructions of two questionable accidents. In the first case, a car fell off the road and the driver was separated from it. The accident investigator was very confused because some circumstantial evidence suggested the possibility that the driver was murdered. In the second case, a woman died in her house and the police suspected foul play with her boyfriend as a suspect. These two cases were reconstructed using the human model in MADYMO software. The first case was eventually confirmed as a traffic accident in which the driver bounced out of the car when the car fell off, and the second case was proved to be suicide rather than homicide.
A Computer-Assisted Laboratory Sequence for Petroleum Geology.
ERIC Educational Resources Information Center
Lumsden, David N.
1979-01-01
Describes a competitive oil-play game for petroleum geology students. It is accompanied by a computer program written in interactive Fortran. The program, however, is not essential, but useful for adding more interest. (SA)
Collins, Michael G.; Juvina, Ion; Gluck, Kevin A.
2016-01-01
When playing games of strategic interaction, such as iterated Prisoner's Dilemma and iterated Chicken Game, people exhibit specific within-game learning (e.g., learning a game's optimal outcome) as well as transfer of learning between games (e.g., a game's optimal outcome occurring at a higher proportion when played after another game). The reciprocal trust players develop during the first game is thought to mediate transfer of learning effects. Recently, a computational cognitive model using a novel trust mechanism has been shown to account for human behavior in both games, including the transfer between games. We present the results of a study in which we evaluate the model's a priori predictions of human learning and transfer in 16 different conditions. The model's predictive validity is compared against five model variants that lacked a trust mechanism. The results suggest that a trust mechanism is necessary to explain human behavior across multiple conditions, even when a human plays against a non-human agent. The addition of a trust mechanism to the other learning mechanisms within the cognitive architecture, such as sequence learning, instance-based learning, and utility learning, leads to better prediction of the empirical data. It is argued that computational cognitive modeling is a useful tool for studying trust development, calibration, and repair. PMID:26903892
The Games Universities Play (With Apologies to Dr. Berne). Working Paper.
ERIC Educational Resources Information Center
Skelton, John E.
A preliminary study of alternative methods of organizing, managing, and financing computing at the nation's institutions of higher education is explored in the context of transactional analysis. The purpose and contents of the forthcoming final report (designed for university presidents) is described. The games, as intended and defined by the…
Multisensory Information Boosts Numerical Matching Abilities in Young Children
ERIC Educational Resources Information Center
Jordan, Kerry E.; Baker, Joseph
2011-01-01
This study presents the first evidence that preschool children perform more accurately in a numerical matching task when given multisensory rather than unisensory information about number. Three- to 5-year-old children learned to play a numerical matching game on a touchscreen computer, which asked them to match a sample numerosity with a…
Social Benefits of a Tangible User Interface for Children with Autistic Spectrum Conditions
ERIC Educational Resources Information Center
Farr, William; Yuill, Nicola; Raffle, Hayes
2010-01-01
Tangible user interfaces (TUIs) embed computer technology in graspable objects. This study assessed the potential of Topobo, a construction toy with programmable movement, to support social interaction in children with Autistic Spectrum Conditions (ASC). Groups of either typically developing (TD) children or those with ASC had group play sessions…
Relating Theory and Practice in Laboratory Work: A Variation Theoretical Study
ERIC Educational Resources Information Center
Eckerdal, Anna
2015-01-01
Computer programming education has practice-oriented as well as theory-oriented learning goals. Here, lab work plays an important role in students' learning. It is however widely reported that many students face great difficulties in learning theory as well as practice. This paper investigates the important but problematic relation between the…
Playing with Water Drops: From Wetting to Optics through Electrostatics
ERIC Educational Resources Information Center
Domps, A.; Roques-Carmes, T.
2011-01-01
We present a consistent series of activities, including experiments and basic computational studies, investigating the shape and optical properties of water drops in connection with novel technological devices. Most of the work can be carried out with simple teaching equipment and is well suited to undergraduate students. Firstly, we show how the…
Challenging Elementary Learners with Programmable Robots during Free Play and Direct Instruction
ERIC Educational Resources Information Center
McCoy-Parker, Kimberly S.; Paull, Lindsey N.; Rule, Audrey C.; Montgomery, Sarah E.
2017-01-01
Computer programming skills are important to many current careers; teaching robot coding to elementary students can start a positive foundation for technological careers, develop problem-solving skills, and growth mindsets. This study, through a repeated measures design involving students in two classrooms at two widely-separated grade levels…
All Play and No Work: Computer Games Are Invading the Classroom--And Not a Moment Too Soon
ERIC Educational Resources Information Center
MacKenty, Bill
2006-01-01
In this article, the author discusses how computer games can be used successfully in classrooms. The author also relates how one of his struggling students has become excited about learning when he introduced computer games as part of his lessons. The author also cites the factors that make computer games better in inspiring students over…
ERIC Educational Resources Information Center
Manjarrez, Carlos A.; Schoembs, Kyle
2011-01-01
Over the past decade, policy discussions about public access computing in libraries have focused on the role that these institutions play in bridging the digital divide. In these discussions, public access computing services are generally targeted at individuals who either cannot afford a computer and Internet access, or have never received formal…
High Tech/High Touch: A Computer Education Leadership Development Workshop. Second Edition.
ERIC Educational Resources Information Center
Moursund, David
This document contains materials and suggested activities for use in a 5-day workshop on leadership development for instructional computer coordinators, computer education teachers, workshop leaders, teachers of teachers, and other people who play a leadership role in the workshop format in small group discussions, together with sharing and…
ERIC Educational Resources Information Center
Hsieh, Tung-Cheng; Lee, Ming-Che; Su, Chien-Yuan
2013-01-01
In recent years, the demand for computer programming professionals has increased rapidly. These computer engineers not only play a key role in the national development of the computing and software industries, they also have a significant influence on the broader national knowledge industry. Therefore, one of the objectives of information…
ERIC Educational Resources Information Center
Elmore, Donald E.; Guayasamin, Ryann C.; Kieffer, Madeleine E.
2010-01-01
As computational modeling plays an increasingly central role in biochemical research, it is important to provide students with exposure to common modeling methods in their undergraduate curriculum. This article describes a series of computer labs designed to introduce undergraduate students to energy minimization, molecular dynamics simulations,…
Validation and Measurement Invariance of the Computer Attitude Measure for Young Students (CAMYS)
ERIC Educational Resources Information Center
Asil, Mustafa; Teo, Timothy; Noyes, Jan
2014-01-01
Students' attitudes toward technology, especially computers, play a key role in the effective integration of Information and Communication Technologies (ICT). Although numerous attitude scales have been developed to measure attitude toward computers, we found only a few instruments designed for young students aged 11-13 years. Among these attitude…
Space Age Multi-CPU Computer Network Is Just for Fun and Education, Too.
ERIC Educational Resources Information Center
Technological Horizons in Education, 1980
1980-01-01
Describes the Sesame Place's Computer Gallery, 56 Apple II computers linked by three Nestar Cluster/One Model A hard disc systems, the first commercial permanent educational play park. Programs for this hands-on indoor/outdoor park as well as a description of the facility are given. (JN)
Going Solo: Creative Ideas for the One-Computer Classroom.
ERIC Educational Resources Information Center
DuBois, Jeanine
1998-01-01
A teacher who became computer literate by playing with one over the summer, describes how even just one computer in the classroom can help differentiate curriculum, be used for individualized instruction, augment resource materials, access the World Wide Web for the latest discoveries, assist visual learners, and create new student and teacher…
A Review of Humor for Computer Games: Play, Laugh and More
ERIC Educational Resources Information Center
Dormann, Claire; Biddle, Robert
2009-01-01
Computer games are now becoming ways to communicate, teach, and influence attitudes and behavior. In this article, we address the role of humor in computer games, especially in support of serious purposes. We begin with a review of the main theories of humor, including superiority, incongruity, and relief. These theories and their…
METRO-APEX Volume 2.1: Computer Operator's Manual. Revised.
ERIC Educational Resources Information Center
University of Southern California, Los Angeles. COMEX Research Project.
The Computer Operator's Manual is one of a set of twenty-one manuals used in METRO-APEX 1974, a computerized college and professional level, computer-supported, role-play, simulation exercise of a community with "normal" problems. Stress is placed on environmental quality considerations. APEX 1974 is an expansion of APEX--Air Pollution…
Taib, Mohd Firdaus Mohd; Bahn, Sangwoo; Yun, Myung Hwan
2016-06-27
The popularity of mobile computing products is well known. Thus, it is crucial to evaluate their contribution to musculoskeletal disorders during computer usage under both comfortable and stressful environments. This study explores the effect of different computer products' usages with different tasks used to induce psychosocial stress on muscle activity. Fourteen male subjects performed computer tasks: sixteen combinations of four different computer products with four different tasks used to induce stress. Electromyography for four muscles on the forearm, shoulder and neck regions and task performances were recorded. The increment of trapezius muscle activity was dependent on the task used to induce the stress where a higher level of stress made a greater increment. However, this relationship was not found in the other three muscles. Besides that, compared to desktop and laptop use, the lowest activity for all muscles was obtained during the use of a tablet or smart phone. The best net performance was obtained in a comfortable environment. However, during stressful conditions, the best performance can be obtained using the device that a user is most comfortable with or has the most experience with. Different computer products and different levels of stress play a big role in muscle activity during computer work. Both of these factors must be taken into account in order to reduce the occurrence of musculoskeletal disorders or problems.
Roles and applications of biomedical ontologies in experimental animal science.
Masuya, Hiroshi
2012-01-01
A huge amount of experimental data from past studies has played a vital role in the development of new knowledge and technologies in biomedical science. The importance of computational technologies for the reuse of data, data integration, and knowledge discoveries has also increased, providing means of processing large amounts of data. In recent years, information technologies related to "ontologies" have played more significant roles in the standardization, integration, and knowledge representation of biomedical information. This review paper outlines the history of data integration in biomedical science and its recent trends in relation to the field of experimental animal science.
Adolescents' responses to online peer conflict: How self-evaluation and ethnicity matter.
Novin, Sheida; Bos, Marieke G N; Stevenson, Claire E; Rieffe, Carolien
2018-01-01
For parents, online platforms where their children interact with others often feel like a "black box" in terms of what exactly is happening. In this study, we developed an ecologically valid online computer game in which a (computer-generated) peer teammate tried to provoke frustration, in order to examine (a) adolescents' responses and (b) how indices of self-evaluation (i.e., sense of coherence and self-esteem) and demographic variables (i.e., gender and ethnicity) matter to these responses. Like gender, being a member of a minority or majority group may influence how provocations by peers are interpreted, influencing how one responds. Fifteen-year-old Dutch and Moroccan-Dutch adolescents (N = 167) completed self-reports and played the online computer game. The game indeed elicited frustration, with increased self-reported anger. Moreover, expressions of displeasure were much more common during and after provocation than before provocation. Crucially, perceived self-evaluation mattered; higher levels of sense of coherence but lower levels of self-esteem (only in Moroccan-Dutch group) contributed to fewer expressions of displeasure. Gender did not play a moderating role. Our findings provide initial insights into individual differences in adolescents' responses in an online peer-conflict situation. We studied Dutch and Moroccan-Dutch adolescents' responses during online peer provocation and how self-evaluation and demographic variables matter.Provocation by the (computer-generated) peer teammate increased expressions of displeasure.More sense of coherence but less self-esteem was associated with fewer expressions of displeasure, but ethnicity moderated the effect with self-esteem.
Levenson, P M; Morrow, J R; Smith, P
1984-01-01
One hundred forty-six teens attending an urban maternity hospital's prenatal clinic completed a questionnaire designed to assist in the development of educational programs utilizing computer-assisted television instruction or interactive video. Ninety-five percent of the teens agreed that additional information about desirable health behaviors during pregnancy would be helpful. Forty-six percent preferred obtaining information from a health professional at the hospital. Although 90% said that the race of the narrator for a film show was unimportant, responses regarding racial preference corresponded to the racial distribution of participants. Seventy-six percent of the teens preferred the narrator to be younger than 35 years of age, and 54% preferred a female narrator. Race was associated with video game experiences, preferences about the narrator's age and race, and favorite television shows. Age was not associated with responses to any of the questions. Although only 19% had ever used a computer, 98% stated they would like to try a computer with assistance. More than half (55%) knew how to type and 83% had played video games; of those who had played video games, 93% said they enjoyed doing so. Eighty-three percent of the respondents always or sometimes enjoyed cartoons. Favorite television shows and cartoon characters were identified. The design implications of the teens' preferences to the development of instruction using computers coupled with other emerging technologies are discussed.
Dynamics of Numerics & Spurious Behaviors in CFD Computations. Revised
NASA Technical Reports Server (NTRS)
Yee, Helen C.; Sweby, Peter K.
1997-01-01
The global nonlinear behavior of finite discretizations for constant time steps and fixed or adaptive grid spacings is studied using tools from dynamical systems theory. Detailed analysis of commonly used temporal and spatial discretizations for simple model problems is presented. The role of dynamics in the understanding of long time behavior of numerical integration and the nonlinear stability, convergence, and reliability of using time-marching approaches for obtaining steady-state numerical solutions in computational fluid dynamics (CFD) is explored. The study is complemented with examples of spurious behavior observed in steady and unsteady CFD computations. The CFD examples were chosen to illustrate non-apparent spurious behavior that was difficult to detect without extensive grid and temporal refinement studies and some knowledge from dynamical systems theory. Studies revealed the various possible dangers of misinterpreting numerical simulation of realistic complex flows that are constrained by available computing power. In large scale computations where the physics of the problem under study is not well understood and numerical simulations are the only viable means of solution, extreme care must be taken in both computation and interpretation of the numerical data. The goal of this paper is to explore the important role that dynamical systems theory can play in the understanding of the global nonlinear behavior of numerical algorithms and to aid the identification of the sources of numerical uncertainties in CFD.
Computational studies of the 2D self-assembly of bacterial microcompartment shell proteins
NASA Astrophysics Data System (ADS)
Mahalik, Jyoti; Brown, Kirsten; Cheng, Xiaolin; Fuentes-Cabrera, Miguel
Bacterial microcomartments (BMCs) are subcellular organelles that exist within wide variety of bacteria and function like nano-reactors. Among the different types of BMCs known, the carboxysome has been studied the most. The carboxysomes plays an important role in the transport of metabolites across its outer proteinaceous shell. Plenty of studies have investigated the structure of this shell, yet little is known about its self-assembly . Understanding the self-assembly process of BMCs' shell might allow disrupting their functioning and designing new synthetic nano-reactors. We have investigated the self-assembly process of a major protein component of the carboxysome's shell using a Monte Carlo technique that employed a coarse-grained protein model that was calibrated with the all-atomistic potential of mean force. The simulations reveal that this protein self-assembles into clusters that resemble what were seen experimentally in 2D layers. Further analysis of the simulation results suggests that the 2D self-assembly of carboxysome's facets is driven by nucleation-growth process, which in turn could play an important role in the hierarchical self-assembly of BMCs' shell in general. 1. Science Undergraduate Laboratory Internships, ORNL 2. Oak Ridge Leadership Computing Facility, ORNL.
A Distributed Data Base System Concept for Defense Test and Evaluation.
1983-03-01
measure adequately all variables that affect the outcome of the test. 7. Free - Play The second aspect of variable control that should be considered is the...amount of free - play permitted by a particular simulation. In a computer simulation free - play , if any, is limited to those elements designed into it by...the programmers. In operational testing of prototypes, however, a great deal of free - play can be introduced by allowing players to react to situations
Computer-supported games and role plays in teaching water management
NASA Astrophysics Data System (ADS)
Hoekstra, A. Y.
2012-08-01
There is an increasing demand for an interdisciplinary approach in teaching water management. Computer-supported games and role plays offer the potential of creating an environment in which different disciplines come together and in which students are challenged to develop integrated understanding. Two examples are discussed. The River Basin Game is a common-pool resource game in which participants experience the risk of over-abstractions of water in a river basin and learn how this risk relates to the complexity of the system, the conflict between individual and group optimums and the difficulty in achieving good cooperation. The Globalization of Water Role Play makes participants familiar with the global dimension of water management by letting them experience how national governments can integrate considerations of water scarcity and domestic water productivities into decisions on international trade in commodities like food, cotton and bio-energy. The two examples illustrate that play sessions inspire participants to think about the functioning of systems as a whole and to develop good cooperative courses of action, whereby both uncertainties about the system and the presence of different values and perspectives among participants play a role.
Wang, Hongbo; Shu, Shengjie; Li, Jinping; Jiang, Huijie
2016-02-01
The objective of this study was to observe the change in blood perfusion of liver cancer following argon-helium knife treatment with functional computer tomography perfusion imaging. Twenty-seven patients with primary liver cancer treated with argon-helium knife and were included in this study. Plain computer tomography (CT) and computer tomography perfusion (CTP) imaging were conducted in all patients before and after treatment. Perfusion parameters including blood flows, blood volume, hepatic artery perfusion fraction, hepatic artery perfusion, and hepatic portal venous perfusion were used for evaluating therapeutic effect. All parameters in liver cancer were significantly decreased after argon-helium knife treatment (p < 0.05 to all). Significant decrease in hepatic artery perfusion was also observed in pericancerous liver tissue, but other parameters kept constant. CT perfusion imaging is able to detect decrease in blood perfusion of liver cancer post-argon-helium knife therapy. Therefore, CTP imaging would play an important role for liver cancer management followed argon-helium knife therapy. © The Author(s) 2014.
Fast multi-core based multimodal registration of 2D cross-sections and 3D datasets.
Scharfe, Michael; Pielot, Rainer; Schreiber, Falk
2010-01-11
Solving bioinformatics tasks often requires extensive computational power. Recent trends in processor architecture combine multiple cores into a single chip to improve overall performance. The Cell Broadband Engine (CBE), a heterogeneous multi-core processor, provides power-efficient and cost-effective high-performance computing. One application area is image analysis and visualisation, in particular registration of 2D cross-sections into 3D image datasets. Such techniques can be used to put different image modalities into spatial correspondence, for example, 2D images of histological cuts into morphological 3D frameworks. We evaluate the CBE-driven PlayStation 3 as a high performance, cost-effective computing platform by adapting a multimodal alignment procedure to several characteristic hardware properties. The optimisations are based on partitioning, vectorisation, branch reducing and loop unrolling techniques with special attention to 32-bit multiplies and limited local storage on the computing units. We show how a typical image analysis and visualisation problem, the multimodal registration of 2D cross-sections and 3D datasets, benefits from the multi-core based implementation of the alignment algorithm. We discuss several CBE-based optimisation methods and compare our results to standard solutions. More information and the source code are available from http://cbe.ipk-gatersleben.de. The results demonstrate that the CBE processor in a PlayStation 3 accelerates computational intensive multimodal registration, which is of great importance in biological/medical image processing. The PlayStation 3 as a low cost CBE-based platform offers an efficient option to conventional hardware to solve computational problems in image processing and bioinformatics.
Computer-assisted photogrammetric mapping systems for geologic studies-A progress report
Pillmore, C.L.; Dueholm, K.S.; Jepsen, H.S.; Schuch, C.H.
1981-01-01
Photogrammetry has played an important role in geologic mapping for many years; however, only recently have attempts been made to automate mapping functions for geology. Computer-assisted photogrammetric mapping systems for geologic studies have been developed and are currently in use in offices of the Geological Survey of Greenland at Copenhagen, Denmark, and the U.S. Geological Survey at Denver, Colorado. Though differing somewhat, the systems are similar in that they integrate Kern PG-2 photogrammetric plotting instruments and small desk-top computers that are programmed to perform special geologic functions and operate flat-bed plotters by means of specially designed hardware and software. A z-drive capability, in which stepping motors control the z-motions of the PG-2 plotters, is an integral part of both systems. This feature enables the computer to automatically position the floating mark on computer-calculated, previously defined geologic planes, such as contacts or the base of coal beds, throughout the stereoscopic model in order to improve the mapping capabilities of the instrument and to aid in correlation and tracing of geologic units. The common goal is to enhance the capabilities of the PG-2 plotter and provide a means by which geologists can make conventional geologic maps more efficiently and explore ways to apply computer technology to geologic studies. ?? 1981.
A visual study of computers on doctors' desks.
Pearce, Christopher; Walker, Hannah; O'Shea, Carolyn
2008-01-01
General practice has rapidly computerised over the past ten years, thereby changing the nature of general practice rooms. Most general practice consulting rooms were designed and created in an era without computer hardware, establishing a pattern of work around maximising the doctor-patient relationship. General practitioners (GPs) and patients have had to integrate the computer into this environment. Twenty GPs allowed access to their rooms and consultations as part of a larger study. The results are based on an analysis of still shots of the consulting rooms. Analysis used dramaturgical methodology; thus the room is described as though it is the setting for a play. First, several desk areas were identified: a shared or patient area, a working area, a clinical area and an administrative area. Then, within that framework, we were able to identify two broad categories of setting, one inclusive of the patient and one exclusive. With the increasing significance of the computer in the three-way doctor-patient-computer relationship, an understanding of the social milieu in which the three players in the consultation interact (the staging) will inform further analysis of the interaction, and allow a framework for assessing the effects of different computer placements.
Comello, Maria Leonora G; Francis, Diane B; Marshall, Laura Heisner; Puglia, Deanna R
2016-08-01
Playing recreational videogames is a common activity, yet little is known about its role in the lives of people who are coping with serious illness. These individuals may experience depression and isolation and may turn to games to help alleviate negative experiences and support well-being. We explored these possibilities in the context of cancer survivors. The study aimed to discover motivations underlying game play and the extent to which motivations are associated with psychological health and well-being. We conducted a cross-sectional online survey of survivors who play recreational games (N = 794). Key variables were motivations and indicators of psychological health, including self-efficacy in cancer communications, resilient coping, and beliefs that one is living a fulfilling and meaningful life (flourishing). Participants were most likely to be motivated to play for stimulation and a sense of accomplishment (intrinsic rewards), followed by development of self, sense of community, and personal affirmation. Multiple regression analyses revealed positive associations between playing for intrinsic rewards and all three psychological health outcomes. Playing for a sense of community was also positively associated with coping and flourishing. Playing recreational videogames, particularly to receive intrinsic rewards and to connect with others, may play a supportive role in the psychological health of survivors. Findings suggest future areas for research and implications for development of serious games.
Computer Based Expert Systems.
ERIC Educational Resources Information Center
Parry, James D.; Ferrara, Joseph M.
1985-01-01
Claims knowledge-based expert computer systems can meet needs of rural schools for affordable expert advice and support and will play an important role in the future of rural education. Describes potential applications in prediction, interpretation, diagnosis, remediation, planning, monitoring, and instruction. (NEC)
The Role of the Goal in Solving Hard Computational Problems: Do People Really Optimize?
ERIC Educational Resources Information Center
Carruthers, Sarah; Stege, Ulrike; Masson, Michael E. J.
2018-01-01
The role that the mental, or internal, representation plays when people are solving hard computational problems has largely been overlooked to date, despite the reality that this internal representation drives problem solving. In this work we investigate how performance on versions of two hard computational problems differs based on what internal…
An Application of Games-Based Learning within Software Engineering
ERIC Educational Resources Information Center
Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas
2007-01-01
For some time now, computer games have played an important role in both children and adults' leisure activities. While there has been much written on the negative aspects of computer games, it has also been recognised that they have potential advantages and benefits. There is no doubt that computer games are highly engaging and incorporate…
ERIC Educational Resources Information Center
Tzuo, Pei-Wen; Ling, Jennifer Isabelle Ong Pei; Yang, Chien-Hui; Chen, Vivian Hsueh-Hua
2012-01-01
At present, methods for the optimal use of two approaches to computer game-based learning in school to enhance students' learning, namely, computer game play and game design, are obscure because past research has been devoted more to designing rather than evaluating the implementation of these approaches in school. In addition, most studies…
ERIC Educational Resources Information Center
Lee, Eun-Ju
2007-01-01
This experiment examined what situational and dispositional features moderate the effects of linguistic gender cues on gender stereotyping in anonymous, text-based computer-mediated communication. Participants played a trivia game with an ostensible partner via computer, whose comments represented either prototypically masculine or feminine…
ERIC Educational Resources Information Center
Smolinski, Tomasz G.
2010-01-01
Computer literacy plays a critical role in today's life sciences research. Without the ability to use computers to efficiently manipulate and analyze large amounts of data resulting from biological experiments and simulations, many of the pressing questions in the life sciences could not be answered. Today's undergraduates, despite the ubiquity of…
Interactive Story Authoring: A Viable Form of Creative Expression for the Classroom
ERIC Educational Resources Information Center
Carbonaro, M.; Cutumisu, M.; Duff, H.; Gillis, S.; Onuczko, C.; Siegel, J.; Schaeffer, J.; Schumacher, A.; Szafron, D.; Waugh, K.
2008-01-01
The unprecedented growth in numbers of children playing computer games has stimulated discussion and research regarding what, if any, educational value these games have for teaching and learning. The research on this topic has primarily focused on children as players of computer games rather than builders/constructors of computer games. Recently,…
Children's Narrative Development through Computer Game Authoring
ERIC Educational Resources Information Center
Robertson, Judy; Good, Judith
2005-01-01
Playing computer games is an extremely popular leisure activity for children. In fact, the computer games market in the UK is now double that of the video rental market, and substantially larger than cinema box office sales, and under people under the age of 18 make up 38% of these game players. Based on the popularity and strong motivational…
Representational geometry: integrating cognition, computation, and the brain
Kriegeskorte, Nikolaus; Kievit, Rogier A.
2013-01-01
The cognitive concept of representation plays a key role in theories of brain information processing. However, linking neuronal activity to representational content and cognitive theory remains challenging. Recent studies have characterized the representational geometry of neural population codes by means of representational distance matrices, enabling researchers to compare representations across stages of processing and to test cognitive and computational theories. Representational geometry provides a useful intermediate level of description, capturing both the information represented in a neuronal population code and the format in which it is represented. We review recent insights gained with this approach in perception, memory, cognition, and action. Analyses of representational geometry can compare representations between models and the brain, and promise to explain brain computation as transformation of representational similarity structure. PMID:23876494
Live broadcast of laparoscopic surgery to handheld computers.
Gandsas, A; McIntire, K; Park, A
2004-06-01
Thanks to advances in computer power and miniaturization technology, portable electronic devices are now being used to assist physicians with various applications that extend far beyond Web browsing or sending e-mail. Handheld computers are used for electronic medical records, billing, coding, and to enable convenient access to electronic journals for reference purposes. The results of diagnostic investigations, such as laboratory results, study reports, and still radiographic pictures, can also be downloaded into portable devices for later view. Handheld computer technology, combined with wireless protocols and streaming video technology, has the added potential to become a powerful educational tool for medical students and residents. The purpose of this study was to assess the feasibility of transferring multimedia data in real time to a handheld computer via a wireless network and displaying them on the computer screens of clients at remote locations. A live laparoscopic splenectomy was transmitted live to eight handheld computers simultaneously through our institution's wireless network. All eight viewers were able to view the procedure and to hear the surgeon's comments throughout the entire duration of the operation. Handheld computer technology can play a key role in surgical education by delivering information to surgical residents or students when they are geographically distant from the actual event. Validation of this new technology by conducting clinical research is still needed to determine whether resident physicians or medical students can benefit from the use of handheld computers.
Malignant head and neck tumours in Radiology Department JPMC Karachi -- a tertiary care experience.
Kadri, Shazia; Uddin, Sami; Ahmed, Naveed; Mahmood, Tariq
2015-08-01
To study age, gender and sites of malignant head and neck tumours on contrast-enhanced computed tomography and to elucidate its role. The retrospective study was conducted at the Jinnah Postgraduate Medical Centre, Karachi, and comprised data of patients with histologically proven malignant head and neck tumours reporting from February 2013 to February 2014. Contrast enhanced computed tomography with puffed cheek technique was done in cases of oral cancer, while routine contrast computed tomography was done in cases of other head and neck tumours. SPSS 19 was used for statistical analysis. A total of 100 biopsy-proven cases of malignant tumours comprised the study sample. The male: female ratio was 1.5:1 with an overall mean age of 46.4±16-76 years. . The most common histopathologically proven tumour was squamous cell carcinoma affecting oral mucosa 43(43%), followed by larynx 27(27%) and pharynx 10(10%) . Oral squamous cell carcinoma was the commonest tumour. Compute tomography scan with puffed cheek technique played a beneficial role in locating the site of primary tumour.
Seri Rama: converting a shadow play puppet to Street Fighter.
Ghani, D B A
2012-01-01
Shadow puppet plays, a traditional Malaysian theater art, is slowly losing its appeal to adolescents, who prefer computer games. To help reverse this decline, the authors incorporated the traditional Seri Rama character into the Street Fighter video game. Using modeling, texturing, and animation, they developed a 3D Seri Rama prototype. Users can control Seri Rama with a PlayStation game controller.
Computer Assisted Exercises - Background
2003-06-01
standard JSAF interface devices. As a result of this HITL capability, Red and Blue engaged in real-time, dynamic free - play . Further, JSAF permitted...Red- vs.-Blue, free play , entity-level synthetic battlespace. JSAF simulates warfare at the platform level. JSAF simulates the entire range of...works to ensure the free play of events maintains a course that serves the overall objectives. 2-34 This slide has been deliberately left blank
Goldfield, Gary S.; Kenny, Glen P.; Hadjiyannakis, Stasia; Phillips, Penny; Alberga, Angela S.; Saunders, Travis J.; Tremblay, Mark S.; Malcolm, Janine; Prud'homme, Denis; Gougeon, Rejeanne; Sigal, Ronald J.
2011-01-01
Objective To examine the association between duration and type of screen time (TV, video games, computer time) and blood pressure (BP) and lipids in overweight and obese adolescents. Design This is a cross-sectional study of 282 overweight or obese adolescents aged 14–18 years (86 males, 196 females) assessed at baseline prior to beginning a lifestyle intervention study for weight control. Sedentary behaviours, defined as hours per day spent watching TV, playing video games, recreational computer use and total screen time were measured by self-report. We examined the associations between sedentary behaviours and BP and lipids using multiple linear regression. Results Seated video gaming was the only sedentary behaviour associated with elevated BP and lipids before and after adjustment for age, sex, pubertal stage, parental education, body mass index (BMI), caloric intake, percent intake in dietary fat, physical activity (PA) duration, and PA intensity. Specifically, video gaming remained positively associated with systolic BP (adjusted r = 0.13, β = 1.1, p<0.05) and total cholesterol/HDL ratio (adjusted r = 0.12, β = 0.14, p<0.05). Conclusions Playing video games was the only form of sedentary behaviour that was independently associated with increased BP and lipids. Our findings provide support for reducing time spent playing seated video games as a possible means to promote health and prevent the incidence of cardiovascular disease (CVD) risk factors in this high risk group of overweight and obese adolescents. Future research is needed to first replicate these findings and subsequently aim to elucidate the mechanisms linking seated video gaming and elevated BP and lipids in this high risk population. Trial Registration Clinicaltrials.gov NCT00195858 PMID:22069461
1981-06-01
during a game session with the computer: "Does it record my patterns from the other games so that it knows what I do? I bet it does. I bet it knows...having subjects play computer games , they found them making frequent verbalizations (exclamations and commentary) toward the computer, often laced...with profanity over being beaten by a computer game [Ref. 62]. 3. PRECONCEIVED IDEAS AND PHILOSOPHICAL OBJECTIONS dany people who have never dealt
Software and resources for computational medicinal chemistry
Liao, Chenzhong; Sitzmann, Markus; Pugliese, Angelo; Nicklaus, Marc C
2011-01-01
Computer-aided drug design plays a vital role in drug discovery and development and has become an indispensable tool in the pharmaceutical industry. Computational medicinal chemists can take advantage of all kinds of software and resources in the computer-aided drug design field for the purposes of discovering and optimizing biologically active compounds. This article reviews software and other resources related to computer-aided drug design approaches, putting particular emphasis on structure-based drug design, ligand-based drug design, chemical databases and chemoinformatics tools. PMID:21707404
Embracing the quantum limit in silicon computing.
Morton, John J L; McCamey, Dane R; Eriksson, Mark A; Lyon, Stephen A
2011-11-16
Quantum computers hold the promise of massive performance enhancements across a range of applications, from cryptography and databases to revolutionary scientific simulation tools. Such computers would make use of the same quantum mechanical phenomena that pose limitations on the continued shrinking of conventional information processing devices. Many of the key requirements for quantum computing differ markedly from those of conventional computers. However, silicon, which plays a central part in conventional information processing, has many properties that make it a superb platform around which to build a quantum computer. © 2011 Macmillan Publishers Limited. All rights reserved
A compositional approach to building applications in a computational environment
NASA Astrophysics Data System (ADS)
Roslovtsev, V. V.; Shumsky, L. D.; Wolfengagen, V. E.
2014-04-01
The paper presents an approach to creating an applicative computational environment to feature computational processes and data decomposition, and a compositional approach to application building. The approach in question is based on the notion of combinator - both in systems with variable binding (such as λ-calculi) and those allowing programming without variables (combinatory logic style). We present a computation decomposition technique based on objects' structural decomposition, with the focus on computation decomposition. The computational environment's architecture is based on a network with nodes playing several roles simultaneously.
Role of optical computers in aeronautical control applications
NASA Technical Reports Server (NTRS)
Baumbick, R. J.
1981-01-01
The role that optical computers play in aircraft control is determined. The optical computer has the potential high speed capability required, especially for matrix/matrix operations. The optical computer also has the potential for handling nonlinear simulations in real time. They are also more compatible with fiber optic signal transmission. Optics also permit the use of passive sensors to measure process variables. No electrical energy need be supplied to the sensor. Complex interfacing between optical sensors and the optical computer is avoided if the optical sensor outputs can be directly processed by the optical computer.
A study on haptic collaborative game in shared virtual environment
NASA Astrophysics Data System (ADS)
Lu, Keke; Liu, Guanyang; Liu, Lingzhi
2013-03-01
A study on collaborative game in shared virtual environment with haptic feedback over computer networks is introduced in this paper. A collaborative task was used where the players located at remote sites and played the game together. The player can feel visual and haptic feedback in virtual environment compared to traditional networked multiplayer games. The experiment was desired in two conditions: visual feedback only and visual-haptic feedback. The goal of the experiment is to assess the impact of force feedback on collaborative task performance. Results indicate that haptic feedback is beneficial for performance enhancement for collaborative game in shared virtual environment. The outcomes of this research can have a powerful impact on the networked computer games.
Computational challenges of structure-based approaches applied to HIV.
Forli, Stefano; Olson, Arthur J
2015-01-01
Here, we review some of the opportunities and challenges that we face in computational modeling of HIV therapeutic targets and structural biology, both in terms of methodology development and structure-based drug design (SBDD). Computational methods have provided fundamental support to HIV research since the initial structural studies, helping to unravel details of HIV biology. Computational models have proved to be a powerful tool to analyze and understand the impact of mutations and to overcome their structural and functional influence in drug resistance. With the availability of structural data, in silico experiments have been instrumental in exploiting and improving interactions between drugs and viral targets, such as HIV protease, reverse transcriptase, and integrase. Issues such as viral target dynamics and mutational variability, as well as the role of water and estimates of binding free energy in characterizing ligand interactions, are areas of active computational research. Ever-increasing computational resources and theoretical and algorithmic advances have played a significant role in progress to date, and we envision a continually expanding role for computational methods in our understanding of HIV biology and SBDD in the future.
Playbook on Best Practices: Gender Equity in Tech
ERIC Educational Resources Information Center
Buse, Kathleen; Evans, Nicole; George, Emma; Ford, Jeremy; Anderson, Jessica
2017-01-01
While girls are studying and excelling in science and math more than ever before, this achievement has not been matched with a similar rise in the representation of women in these careers. Today, women make up just 12 percent of the engineering workforce and 26 percent of the computing workforce. Employers play a critical role in improving the…
ERIC Educational Resources Information Center
Reijntjes, Albert; Dekovic, Maja; Vermande, Marjolijn; Telch, Michael J.
2007-01-01
The present study examined the linkage between pre-adolescent children's depressive symptoms and their preferences for receiving positive vs. negative feedback subsequent to being faced with an experimentally manipulated peer evaluation outcome in real time. Participants (n = 142) ages 10 to 13, played a computer contest based on the television…
Academics' Attitudes toward Using Digital Games for Learning & Teaching in Malaysia
ERIC Educational Resources Information Center
Noraddin, Enas Mohamed; Kian, Neo Tse
2014-01-01
Digital (or computer) games have been extremely attractive to gamers of all ages, especially the young ones. They spend much time playing such games for pleasure and entertainment. Harnessing digital games for education has been attempted in some advanced countries where teachers seemed to be receptive to the idea. In Malaysia no major study has…
ERIC Educational Resources Information Center
Yuen, Timothy; Liu, Min
2011-01-01
This paper presents a cognitive model of how interactive multimedia authoring (IMA) affect novices' cognition in object-oriented programming. This model was generated through an empirical study of first year computer science students at the university level being engaged in interactive multimedia authoring of a role-playing game. Clinical…
Designing a Mobile Training System in Rural Areas with Bayesian Factor Models
ERIC Educational Resources Information Center
Omidi Najafabadi, Maryam; Mirdamadi, Seyed Mehdi; Payandeh Najafabadi, Amir Teimour
2014-01-01
The facts that the wireless technologies (1) are more convenient; and (2) need less skill than desktop computers, play a crucial role to decrease digital gap in rural areas. This study employed the Bayesian Confirmatory Factor Analysis (CFA) to design a mobile training system in rural areas of Iran. It categorized challenges, potential, and…
ERIC Educational Resources Information Center
Chuang, Hsueh-Hua; Liu, Han-Chin
2014-01-01
The emergence of computer and multimedia technology change the forms of instructional materials and instructional design plays an important role on student learning outcome in multimedia learning. Research has found that using advance organizers has the potential for achieving learning objectives. Thus, this study investigated how using different…
ERIC Educational Resources Information Center
Chuang, Hsueh-Hua; Liu, Han-Chin
2014-01-01
The emergence of computer and multimedia technology change the forms of instructional materials and instructional design plays an important role on student learning outcome in multimedia learning. Research has found that using advance organizers has the potential for achieving learning objectives. Thus, this study investigated how using different…
ERIC Educational Resources Information Center
Gouglas, Sean; Sinclair, Stefan; Ellefson, Olaf; Sharplin, Scott
2006-01-01
Most humanities courses rarely require students to create the kinds of work they are studying. Sean Gouglas, Stefan Sinclair, Olaf Ellefson, and Scott Sharplin outline the value of this rare experience by describing an assignment in their graduate humanities computing course in which students examined hypermedia narratives by authoring a…
A Pragmatic Analysis of Discourse Particles in Filipino Computer Mediated Communication
ERIC Educational Resources Information Center
Palacio, May Antonette; Gustilo, Leah
2016-01-01
As the English language continues to evolve through time, many of its structures and functions changed, which made it even realizable that the smallest unit in a discourse can play a crucial role in communication. Hence, this present study is an attempt to investigate the phenomenon and further delve into the discourse-pragmatic functions of…
ERIC Educational Resources Information Center
Wu, Sheng-Yi; Hou, Huei-Tse
2015-01-01
Cognitive styles play an important role in influencing the learning process, but to date no relevant study has been conducted using lag sequential analysis to assess knowledge construction learning patterns based on different cognitive styles in computer-supported collaborative learning activities in online collaborative discussions. This study…
Fossum, Ingrid Nesdal; Nordnes, Linn Tinnesand; Storemark, Sunniva Straume; Bjorvatn, Bjørn; Pallesen, Ståle
2014-09-03
This study investigated whether the use of a television, computer, gaming console, tablet, mobile phone, or audio player in bed before going to sleep was associated with insomnia, daytime sleepiness, morningness, or chronotype. 532 students aged 18-39 were recruited from lectures or via e-mail. Respondents reported the frequency and average duration of their in-bed media use, as well as insomnia symptoms, daytime sleepiness, morningness-eveningness preference and bedtime/rise time on days off. Mean time of media use per night was 46.6 minutes. The results showed that computer usage for playing/surfing/reading was positively associated with insomnia, and negatively associated with morningness. Mobile phone usage for playing/surfing/texting was positively associated with insomnia and chronotype, and negatively associated with morningness. None of the other media devices were related to either of these variables, and no type of media use was related to daytime sleepiness.
Wilkins, Megan M.; Basseches, Benjamin; Schwartz, Joel B.; Kerman, Karen; Trask, Christine; Brideau, Holly; Crisco, Joseph J.
2016-01-01
Background Challenges with any therapeutic program for children include the level of the child's engagement or adherence. Capitalizing on one of the primary learning avenues of children, play, the approach described in this article is to develop therapeutic toy and game controllers that require specific and repetitive joint movements to trigger toy/game activation. Objective The goal of this study was to evaluate a specially designed wrist flexion and extension play controller in a cohort of children with upper extremity motor impairments (UEMIs). The aim was to understand the relationship among controller play activity, measures of wrist and forearm range of motion (ROM) and spasticity, and ratings of fun and difficulty. Design This was a cross-sectional study of 21 children (12 male, 9 female; 4–12 years of age) with UEMIs. Methods All children participated in a structured in-clinic play session during which measurements of spasticity and ROM were collected. The children were fitted with the controller and played with 2 toys and 2 computer games for 5 minutes each. Wrist flexion and extension motion during play was recorded and analyzed. In addition, children rated the fun and difficulty of play. Results Flexion and extension goal movements were repeatedly achieved by children during the play session at an average frequency of 0.27 Hz. At this frequency, 15 minutes of play per day would result in approximately 1,700 targeted joint motions per week. Play activity was associated with ROM measures, specifically supination, but toy perception ratings of enjoyment and difficulty were not correlated with clinical measures. Limitations The reported results may not be representative of children with more severe UEMIs. Conclusions These outcomes indicate that the therapeutic controllers elicited repetitive goal movements and were adaptable, enjoyable, and challenging for children of varying ages and UEMIs. PMID:27197824
Wilcox, Bethany J; Wilkins, Megan M; Basseches, Benjamin; Schwartz, Joel B; Kerman, Karen; Trask, Christine; Brideau, Holly; Crisco, Joseph J
2016-11-01
Challenges with any therapeutic program for children include the level of the child's engagement or adherence. Capitalizing on one of the primary learning avenues of children, play, the approach described in this article is to develop therapeutic toy and game controllers that require specific and repetitive joint movements to trigger toy/game activation. The goal of this study was to evaluate a specially designed wrist flexion and extension play controller in a cohort of children with upper extremity motor impairments (UEMIs). The aim was to understand the relationship among controller play activity, measures of wrist and forearm range of motion (ROM) and spasticity, and ratings of fun and difficulty. This was a cross-sectional study of 21 children (12 male, 9 female; 4-12 years of age) with UEMIs. All children participated in a structured in-clinic play session during which measurements of spasticity and ROM were collected. The children were fitted with the controller and played with 2 toys and 2 computer games for 5 minutes each. Wrist flexion and extension motion during play was recorded and analyzed. In addition, children rated the fun and difficulty of play. Flexion and extension goal movements were repeatedly achieved by children during the play session at an average frequency of 0.27 Hz. At this frequency, 15 minutes of play per day would result in approximately 1,700 targeted joint motions per week. Play activity was associated with ROM measures, specifically supination, but toy perception ratings of enjoyment and difficulty were not correlated with clinical measures. The reported results may not be representative of children with more severe UEMIs. These outcomes indicate that the therapeutic controllers elicited repetitive goal movements and were adaptable, enjoyable, and challenging for children of varying ages and UEMIs. © 2016 American Physical Therapy Association.
Marques, Adilson; Sallis, James F; Martins, João; Diniz, José; Carreiro Da Costa, Francisco
2014-01-01
Understanding correlates of physical activity and sedentary behaviors may contribute to fostering active lifestyles. This study aimed to identify correlates of physical activity and sedentary behaviors in leisure-time among Portuguese urban children, during school days. A cross-sectional survey was conducted with 802 students (416 boys), aged 10-12 years. A questionnaire was used to collect data of physical activity, sedentary behaviors, psychological and behavioral variables related to physical activity and sedentary behaviors. Analyses were run separately for boys and girls. Television viewing occupied the most leisure-time of boys and girls, followed by computer usage, and video game playing. These behaviors occupied 259.7 min/day for boys and 208.6 for girls (P = 0.002). Reported moderate-to-vigorous physical activity was 23.7 min for boys and 12.8 min for girls (P < 0.001). Perception of competence and academic achievement were related to physical activity for the boys and girls. Computer use and playing video games with friends were only related to physical activity for the boys. On the other hand, parents' physical activity participation was related with boys' and girls' physical activity. The correlates of sedentary behavior were outdoor play for the boys, age for the girls, and playing video games with friends for both. This finding suggests that interventions should be considered to replace joint video game time with joint physical activity time. Copyright © 2014 Wiley Periodicals, Inc.
NASA Technical Reports Server (NTRS)
Hazelton, R. C.; Yadlowsky, E. J.; Churchill, R. J.; Parker, L. W.; Sellers, B.
1981-01-01
The effect differential charging of spacecraft thermal control surfaces is assessed by studying the dynamics of the charging process. A program to experimentally validate a computer model of the charging process was established. Time resolved measurements of the surface potential were obtained for samples of Kapton and Teflon irradiated with a monoenergetic electron beam. Results indicate that the computer model and experimental measurements agree well and that for Teflon, secondary emission is the governing factor. Experimental data indicate that bulk conductivities play a significant role in the charging of Kapton.
The Million-Body Problem: Particle Simulations in Astrophysics
Rasio, Fred
2018-05-21
Computer simulations using particles play a key role in astrophysics. They are widely used to study problems across the entire range of astrophysical scales, from the dynamics of stars, gaseous nebulae, and galaxies, to the formation of the largest-scale structures in the universe. The 'particles' can be anything from elementary particles to macroscopic fluid elements, entire stars, or even entire galaxies. Using particle simulations as a common thread, this talk will present an overview of computational astrophysics research currently done in our theory group at Northwestern. Topics will include stellar collisions and the gravothermal catastrophe in dense star clusters.
Karlsson, Petra; Wallen, Margaret
2017-01-01
Eye-gaze control technology enables people with significant physical disability to access computers for communication, play, learning and environmental control. This pilot study used a multiple case study design with repeated baseline assessment and parents' evaluations to compare two eye-gaze control technology systems to identify any differences in factors such as ease of use and impact of the systems for their young children. Five children, aged 3 to 5 years, with dyskinetic cerebral palsy, and their families participated. Overall, families were satisfied with both the Tobii PCEye Go and myGaze® eye tracker, found them easy to position and use, and children learned to operate them quickly. This technology provides young children with important opportunities for learning, play, leisure, and developing communication.
AOPs & Biomarkers: Bridging High Throughput Screening and Regulatory Decision Making.
As high throughput screening (HTS) approaches play a larger role in toxicity testing, computational toxicology has emerged as a critical component in interpreting the large volume of data produced. Computational models for this purpose are becoming increasingly more sophisticated...
NASA Astrophysics Data System (ADS)
Lou, Yang; Zhou, Weimin; Matthews, Thomas P.; Appleton, Catherine M.; Anastasio, Mark A.
2017-04-01
Photoacoustic computed tomography (PACT) and ultrasound computed tomography (USCT) are emerging modalities for breast imaging. As in all emerging imaging technologies, computer-simulation studies play a critically important role in developing and optimizing the designs of hardware and image reconstruction methods for PACT and USCT. Using computer-simulations, the parameters of an imaging system can be systematically and comprehensively explored in a way that is generally not possible through experimentation. When conducting such studies, numerical phantoms are employed to represent the physical properties of the patient or object to-be-imaged that influence the measured image data. It is highly desirable to utilize numerical phantoms that are realistic, especially when task-based measures of image quality are to be utilized to guide system design. However, most reported computer-simulation studies of PACT and USCT breast imaging employ simple numerical phantoms that oversimplify the complex anatomical structures in the human female breast. We develop and implement a methodology for generating anatomically realistic numerical breast phantoms from clinical contrast-enhanced magnetic resonance imaging data. The phantoms will depict vascular structures and the volumetric distribution of different tissue types in the breast. By assigning optical and acoustic parameters to different tissue structures, both optical and acoustic breast phantoms will be established for use in PACT and USCT studies.
Roca, Carlos; Requena, Carlos; Sebastián-Pérez, Víctor; Malhotra, Sony; Radoux, Chris; Pérez, Concepción; Martinez, Ana; Antonio Páez, Juan; Blundell, Tom L; Campillo, Nuria E
2018-12-01
Allosteric sites on proteins are targeted for designing more selective inhibitors of enzyme activity and to discover new functions. Acetylcholinesterase (AChE), which is most widely known for the hydrolysis of the neurotransmitter acetylcholine, has a peripheral allosteric subsite responsible for amyloidosis in Alzheimer's disease through interaction with amyloid β-peptide. However, AChE plays other non-hydrolytic functions. Here, we identify and characterise using computational tools two new allosteric sites in AChE, which have allowed us to identify allosteric inhibitors by virtual screening guided by structure-based and fragment hotspot strategies. The identified compounds were also screened for in vitro inhibition of AChE and three were observed to be active. Further experimental (kinetic) and computational (molecular dynamics) studies have been performed to verify the allosteric activity. These new compounds may be valuable pharmacological tools in the study of non-cholinergic functions of AChE.
Computer Games Are Fun? On Professional Games and Players' Motivations
ERIC Educational Resources Information Center
Eglesz, Denes; Fekete, Istvan; Kiss, Orhidea Edith; Izso, Lajos
2005-01-01
As computer games are becoming more widespread, there is a tendency for young people to spend a growing amount of time playing games. The first part of this paper will deal with various types of computer games and their characteristic features. In the second part we show the results of our recent surveys. We examined the motivations of young…
ERIC Educational Resources Information Center
Richard, Gabriela T.
2017-01-01
Games, play, and learning have a long and embedded history that outdates digital games by many years. However, video games, computing, and technology have significant and historically documented diversity issues, which privilege whites and males as content producers, computing and gaming experts, and STEM learners and employees. Many aspects of…
CMX: The Effects of an Educational MMORPG on Learning and Teaching Computer Programming
ERIC Educational Resources Information Center
Malliarakis, Christos; Satratzemi, Maya; Xinogalos, Stelios
2017-01-01
Computer programming has for decades posed several difficulties for students of all educational levels. A number of teaching approaches have been proposed over the years but none seems to fulfil the needs of students nowadays. Students use computers mainly for playing games and the Internet and as quite a few researchers state this aspect of…
Automated Intelligent Agents: Are They Trusted Members of Military Teams?
2008-12-01
computer -based team firefighting game (C3Fire). The order of presentation of the two trials (human – human vs. human – automation) was...agent. All teams played a computer -based team firefighting game (C3Fire). The order of presentation of the two trials (human – human vs. human...26 b. Participants’ Computer ..................27 C. VARIABLES .........................................27 1. Independent Variables
Wusor II: A Computer Aided Instruction Program with Student Modelling Capabilities. AI Memo 417.
ERIC Educational Resources Information Center
Carr, Brian
Wusor II is the second intelligent computer aided instruction (ICAI) program that has been developed to monitor the progress of, and offer suggestions to, students playing Wumpus, a computer game designed to teach logical thinking and problem solving. From the earlier efforts with Wusor I, it was possible to produce a rule-based expert which…
Implementation of Audio Computer-Assisted Interviewing Software in HIV/AIDS Research
Pluhar, Erika; Yeager, Katherine A.; Corkran, Carol; McCarty, Frances; Holstad, Marcia McDonnell; Denzmore-Nwagbara, Pamela; Fielder, Bridget; DiIorio, Colleen
2007-01-01
Computer assisted interviewing (CAI) has begun to play a more prominent role in HIV/AIDS prevention research. Despite the increased popularity of CAI, particularly audio computer assisted self-interviewing (ACASI), some research teams are still reluctant to implement ACASI technology due to lack of familiarity with the practical issues related to using these software packages. The purpose of this paper is to describe the implementation of one particular ACASI software package, the Questionnaire Development System™ (QDS™), in several nursing and HIV/AIDS prevention research settings. We present acceptability and satisfaction data from two large-scale public health studies in which we have used QDS with diverse populations. We also address issues related to developing and programming a questionnaire, discuss practical strategies related to planning for and implementing ACASI in the field, including selecting equipment, training staff, and collecting and transferring data, and summarize advantages and disadvantages of computer assisted research methods. PMID:17662924
Tactical Action Officer Intelligent Tutoring System (TAO ITS)
2006-01-01
scenario. As well as the intrinsic feedback that free - play simulations naturally provide a student, the TAO ITS provides detailed, useful extrinsic feedback...incorporate use of free - play simulators into their curriculum, affordably. This is a major shortcoming of conventional CBT as student manipulation of...tutoring systems are ideal for incorporating desktop free - play simulators into computer-based training since the software can stand in for a human
System Design Considerations for Microcomputer Based Instructional Laboratories.
1986-04-01
when wrong procedures are tried as well as correct procedures. This is sometimes called " free play " simulation. While this form of simulation...steps are performed correctly. Unlike " free play " system simulations, the student must perform the operation in an approved manner. 28 V. Technical...Supports free play exercises o Typically does not tutor a student o Used for skill development and performance measurement Task Simulation o Computer
The power of possibility: causal learning, counterfactual reasoning, and pretend play
Buchsbaum, Daphna; Bridgers, Sophie; Skolnick Weisberg, Deena; Gopnik, Alison
2012-01-01
We argue for a theoretical link between the development of an extended period of immaturity in human evolution and the emergence of powerful and wide-ranging causal learning mechanisms, specifically the use of causal models and Bayesian learning. We suggest that exploratory childhood learning, childhood play in particular, and causal cognition are closely connected. We report an empirical study demonstrating one such connection—a link between pretend play and counterfactual causal reasoning. Preschool children given new information about a causal system made very similar inferences both when they considered counterfactuals about the system and when they engaged in pretend play about it. Counterfactual cognition and causally coherent pretence were also significantly correlated even when age, general cognitive development and executive function were controlled for. These findings link a distinctive human form of childhood play and an equally distinctive human form of causal inference. We speculate that, during human evolution, computations that were initially reserved for solving particularly important ecological problems came to be used much more widely and extensively during the long period of protected immaturity. PMID:22734063
The power of possibility: causal learning, counterfactual reasoning, and pretend play.
Buchsbaum, Daphna; Bridgers, Sophie; Skolnick Weisberg, Deena; Gopnik, Alison
2012-08-05
We argue for a theoretical link between the development of an extended period of immaturity in human evolution and the emergence of powerful and wide-ranging causal learning mechanisms, specifically the use of causal models and Bayesian learning. We suggest that exploratory childhood learning, childhood play in particular, and causal cognition are closely connected. We report an empirical study demonstrating one such connection--a link between pretend play and counterfactual causal reasoning. Preschool children given new information about a causal system made very similar inferences both when they considered counterfactuals about the system and when they engaged in pretend play about it. Counterfactual cognition and causally coherent pretence were also significantly correlated even when age, general cognitive development and executive function were controlled for. These findings link a distinctive human form of childhood play and an equally distinctive human form of causal inference. We speculate that, during human evolution, computations that were initially reserved for solving particularly important ecological problems came to be used much more widely and extensively during the long period of protected immaturity.
The Collins Center Update. Volume 5, Issue 3, April-June 2003
2003-06-01
Crisis and Instability Forecasting Capabilities (Dr. Sean O’Brien) students from the other Senior Level Colleges in a free play , computer-assisted war...dynamic free play environment. The exercise developments in response to the participants’ actions and decisions, not by scripts or a master
Zhao, Yu; Liu, Yide; Lai, Ivan K W; Zhang, Hongfeng; Zhang, Yi
2016-03-18
As one of the latest revolutions in networking technology, social networks allow users to keep connected and exchange information. Driven by the rapid wireless technology development and diffusion of mobile devices, social networks experienced a tremendous change based on mobile sensor computing. More and more mobile sensor network applications have appeared with the emergence of a huge amount of users. Therefore, an in-depth discussion on the human-computer interaction (HCI) issues of mobile sensor computing is required. The target of this study is to extend the discussions on HCI by examining the relationships of users' compound attitudes (i.e., affective attitudes, cognitive attitude), engagement and electronic word of mouth (eWOM) behaviors in the context of mobile sensor computing. A conceptual model is developed, based on which, 313 valid questionnaires are collected. The research discusses the level of impact on the eWOM of mobile sensor computing by considering user-technology issues, including the compound attitude and engagement, which can bring valuable discussions on the HCI of mobile sensor computing in further study. Besides, we find that user engagement plays a mediating role between the user's compound attitudes and eWOM. The research result can also help the mobile sensor computing industry to develop effective strategies and build strong consumer user-product (brand) relationships.
Zhao, Yu; Liu, Yide; Lai, Ivan K. W.; Zhang, Hongfeng; Zhang, Yi
2016-01-01
As one of the latest revolutions in networking technology, social networks allow users to keep connected and exchange information. Driven by the rapid wireless technology development and diffusion of mobile devices, social networks experienced a tremendous change based on mobile sensor computing. More and more mobile sensor network applications have appeared with the emergence of a huge amount of users. Therefore, an in-depth discussion on the human–computer interaction (HCI) issues of mobile sensor computing is required. The target of this study is to extend the discussions on HCI by examining the relationships of users’ compound attitudes (i.e., affective attitudes, cognitive attitude), engagement and electronic word of mouth (eWOM) behaviors in the context of mobile sensor computing. A conceptual model is developed, based on which, 313 valid questionnaires are collected. The research discusses the level of impact on the eWOM of mobile sensor computing by considering user-technology issues, including the compound attitude and engagement, which can bring valuable discussions on the HCI of mobile sensor computing in further study. Besides, we find that user engagement plays a mediating role between the user’s compound attitudes and eWOM. The research result can also help the mobile sensor computing industry to develop effective strategies and build strong consumer user—product (brand) relationships. PMID:26999155
DOE Office of Scientific and Technical Information (OSTI.GOV)
Mankin, C.J.; Banken, M.K.
The Oklahoma Geological Survey (OGS), the Geo Information Systems department, and the School of Petroleum and Geological Engineering at the University of Oklahoma are engaged in a program to identify and address Oklahoma`s oil recovery opportunities in fluvial-dominated deltaic (FDD) reservoirs. This program includes the systematic and comprehensive collection and evaluation of information on all of Oklahoma`s FDD reservoirs and the recovery technologies that have been (or could be) applied to those reservoirs with commercial success. This data collection and evaluation effort will be the foundation for an aggressive, multifaceted technology transfer program that is designed to support all ofmore » Oklahoma`s oil industry, with particular emphasis on smaller companies and independent operators in their attempts to maximize the economic producibility of FDD reservoirs. Specifically, this project will identify all FDD oil reservoirs in the State; group those reservoirs into plays that have similar depositional origins; collect, organize and analyze all available data conduct characterization and simulation studies on selected reservoirs in each play; and implement a technology transfer program targeted to the operators of FDD reservoirs. Activities were focused primarily on technology transfer elements of the project. This included regional play analysis and mapping, geologic field studies, and reservoir modeling for secondary water flood simulations as used in publication folios and workshops. The computer laboratory was fully operational for operator use. Computer systems design and database development activities were ongoing.« less
[Musculoskeletal disorders among university student computer users].
Lorusso, A; Bruno, S; L'Abbate, N
2009-01-01
Musculoskeletal disorders are a common problem among computer users. Many epidemiological studies have shown that ergonomic factors and aspects of work organization play an important role in the development of these disorders. We carried out a cross-sectional survey to estimate the prevalence of musculoskeletal symptoms among university students using personal computers and to investigate the features of occupational exposure and the prevalence of symptoms throughout the study course. Another objective was to assess the students' level of knowledge of computer ergonomics and the relevant health risks. A questionnaire was distributed to 183 students attending the lectures for second and fourth year courses of the Faculty of Architecture. Data concerning personal characteristics, ergonomic and organizational aspects of computer use, and the presence of musculoskeletal symptoms in the neck and upper limbs were collected. Exposure to risk factors such as daily duration of computer use, time spent at the computer without breaks, duration of mouse use and poor workstation ergonomics was significantly higher among students of the fourth year course. Neck pain was the most commonly reported symptom (69%), followed by hand/wrist (53%), shoulder (49%) and arm (8%) pain. The prevalence of symptoms in the neck and hand/wrist area was signifcantly higher in the students of the fourth year course. In our survey we found high prevalence of musculoskeletal symptoms among university students using computers for long time periods on a daily basis. Exposure to computer-related ergonomic and organizational risk factors, and the prevalence ofmusculoskeletal symptoms both seem to increase significantly throughout the study course. Furthermore, we found that the level of perception of computer-related health risks among the students was low. Our findings suggest the need for preventive intervention consisting of education in computer ergonomics.
Discovering frequently recurring movement sequences in team-sport athlete spatiotemporal data.
Sweeting, Alice J; Aughey, Robert J; Cormack, Stuart J; Morgan, Stuart
2017-12-01
Athlete external load is typically analysed from predetermined movement thresholds. The combination of movement sequences and differences in these movements between playing positions is also currently unknown. This study developed a method to discover the frequently recurring movement sequences across playing position during matches. The external load of 12 international female netball athletes was collected by a local positioning system during four national-level matches. Velocity, acceleration and angular velocity were calculated from positional (X, Y) data, clustered via one-dimensional k-means and assigned a unique alphabetic label. Combinations of velocity, acceleration and angular velocity movement were compared using the Levenshtein distance and similarities computed by the longest common substring problem. The contribution of each movement sequence, according to playing position and relative to the wider data set, was then calculated via the Minkowski distance. A total of 10 frequently recurring combinations of movement were discovered, regardless of playing position. Only the wing attack, goal attack and goal defence playing positions are closely related. We developed a technique to discover the movement sequences, according to playing position, performed by elite netballers. This methodology can be extended to discover the frequently recurring movements within other team sports and across levels of competition.
Leveraging Social Computing for Personalized Crisis Communication using Social Media.
Leykin, Dmitry; Aharonson-Daniel, Limor; Lahad, Mooli
2016-03-24
The extensive use of social media in modern life redefines social interaction and communication. Communication plays an important role in mitigating, or exacerbating, the psychological and behavioral responses to critical incidents and disasters. As recent disasters demonstrated, people tend to converge to social media during and following emergencies. Authorities can then use this media and other computational methods to gain insights from the public, mainly to enhance situational awareness, but also to improve their communication with the public and public adherence to instructions. The current review presents a conceptual framework for studying psychological aspects of crisis and risk communication using the social media through social computing. Advanced analytical tools can be integrated in the processes and objectives of crisis communication. The availability of the computational techniques can improve communication with the public by a process of Hyper-Targeted Crisis Communication. The review suggests that using advanced computational tools for target-audience profiling and linguistic matching in social media, can facilitate more sensitive and personalized emergency communication.
Gender plays no role in student ability to perform on computer-based examinations.
Kies, Susan M; Williams, Benjamin D; Freund, Gregory G
2006-11-28
To see if there is a difference in performance when students switch from traditional paper-and-pencil examinations to computer-based examinations, and to determine whether there are gender differences in student performance in these two examination formats. This study involved first year medical students at the University of Illinois at Urbana-Champaign over three Academic Years 2002-03/2003-04 and 2003-05. Comparisons of student performance by overall class and gender were made. Specific comparisons within courses that utilized both the paper-and-pencil and computer formats were analyzed. Overall performance scores for students among the various Academic Years revealed no differences between exams given in the traditional pen-and-paper and computer formats. Further, when we looked specifically for gender differences in performance between these two testing formats, we found none. The format for examinations in the courses analyzed does not affect student performance. We find no evidence for gender differences in performance on exams on pen-and-paper or computer-based exams.
Fast multi-core based multimodal registration of 2D cross-sections and 3D datasets
2010-01-01
Background Solving bioinformatics tasks often requires extensive computational power. Recent trends in processor architecture combine multiple cores into a single chip to improve overall performance. The Cell Broadband Engine (CBE), a heterogeneous multi-core processor, provides power-efficient and cost-effective high-performance computing. One application area is image analysis and visualisation, in particular registration of 2D cross-sections into 3D image datasets. Such techniques can be used to put different image modalities into spatial correspondence, for example, 2D images of histological cuts into morphological 3D frameworks. Results We evaluate the CBE-driven PlayStation 3 as a high performance, cost-effective computing platform by adapting a multimodal alignment procedure to several characteristic hardware properties. The optimisations are based on partitioning, vectorisation, branch reducing and loop unrolling techniques with special attention to 32-bit multiplies and limited local storage on the computing units. We show how a typical image analysis and visualisation problem, the multimodal registration of 2D cross-sections and 3D datasets, benefits from the multi-core based implementation of the alignment algorithm. We discuss several CBE-based optimisation methods and compare our results to standard solutions. More information and the source code are available from http://cbe.ipk-gatersleben.de. Conclusions The results demonstrate that the CBE processor in a PlayStation 3 accelerates computational intensive multimodal registration, which is of great importance in biological/medical image processing. The PlayStation 3 as a low cost CBE-based platform offers an efficient option to conventional hardware to solve computational problems in image processing and bioinformatics. PMID:20064262
Departures from sensible play in computer blackjack.
Chau, A W; Phillips, J G; Von Baggo, K L
2000-10-01
Gambling has been viewed as irrational, and even though blackjack offers rational strategies (i.e., Basic [E. Thorp, 1966] and card counting), people exhibit departures from rationality (e.g., "Never Bust" strategies). To determine whether departures from rational behavior reflect ignorance or fatigue, university students were provided with on-line Basic advice while playing a simplified computer blackjack. Although the on-line advice initially affected the totals these players sat on, it was eventually discarded for higher risk strategies. Irrational play did not reflect ignorance or fatigue and was not necessarily conservative. Real fluctuations of odds in blackjack may lead to situations in which Basic is not perceived by players as effective. Because Basic is not a personalized strategy, it seems less likely to be maintained in the face of losses. Players were more optimistic that they might win when utilizing their personalized strategies.
Interfacing computers and the internet with your allergy practice.
Bernstein, Jonathan A
2004-10-01
Computers and the internet have begun to play a prominent role in the medical profession and, in particular, the allergy specialty. Computer technology is being used more frequently for patient and physician education, asthma management in children and adults, including environmental control, generating patient databases for research and clinical practice and in marketing and e-commerce. This article will review how computers and the internet have begun to interface with the allergy subspecialty practice in these various areas.
The Anterior Insula Tracks Behavioral Entropy during an Interpersonal Competitive Game
Matsumoto, Madoka; Matsumoto, Kenji; Omori, Takashi
2015-01-01
In competitive situations, individuals need to adjust their behavioral strategy dynamically in response to their opponent’s behavior. In the present study, we investigated the neural basis of how individuals adjust their strategy during a simple, competitive game of matching pennies. We used entropy as a behavioral index of randomness in decision-making, because maximizing randomness is thought to be an optimal strategy in the game, according to game theory. While undergoing functional magnetic resonance imaging (fMRI), subjects played matching pennies with either a human or computer opponent in each block, although in reality they played the game with the same computer algorithm under both conditions. The winning rate of each block was also manipulated. Both the opponent (human or computer), and the winning rate, independently affected subjects’ block-wise entropy during the game. The fMRI results revealed that activity in the bilateral anterior insula was positively correlated with subjects’ (not opponent’s) behavioral entropy during the game, which indicates that during an interpersonal competitive game, the anterior insula tracked how uncertain subjects’ behavior was, rather than how uncertain subjects felt their opponent's behavior was. Our results suggest that intuitive or automatic processes based on somatic markers may be a key to optimally adjusting behavioral strategies in competitive situations. PMID:26039634
Force fields and scoring functions for carbohydrate simulation.
Xiong, Xiuming; Chen, Zhaoqiang; Cossins, Benjamin P; Xu, Zhijian; Shao, Qiang; Ding, Kai; Zhu, Weiliang; Shi, Jiye
2015-01-12
Carbohydrate dynamics plays a vital role in many biological processes, but we are not currently able to probe this with experimental approaches. The highly flexible nature of carbohydrate structures differs in many aspects from other biomolecules, posing significant challenges for studies employing computational simulation. Over past decades, computational study of carbohydrates has been focused on the development of structure prediction methods, force field optimization, molecular dynamics simulation, and scoring functions for carbohydrate-protein interactions. Advances in carbohydrate force fields and scoring functions can be largely attributed to enhanced computational algorithms, application of quantum mechanics, and the increasing number of experimental structures determined by X-ray and NMR techniques. The conformational analysis of carbohydrates is challengeable and has gone into intensive study in elucidating the anomeric, the exo-anomeric, and the gauche effects. Here, we review the issues associated with carbohydrate force fields and scoring functions, which will have a broad application in the field of carbohydrate-based drug design. Copyright © 2014 Elsevier Ltd. All rights reserved.
Oligomerization of G protein-coupled receptors: computational methods.
Selent, J; Kaczor, A A
2011-01-01
Recent research has unveiled the complexity of mechanisms involved in G protein-coupled receptor (GPCR) functioning in which receptor dimerization/oligomerization may play an important role. Although the first high-resolution X-ray structure for a likely functional chemokine receptor dimer has been deposited in the Protein Data Bank, the interactions and mechanisms of dimer formation are not yet fully understood. In this respect, computational methods play a key role for predicting accurate GPCR complexes. This review outlines computational approaches focusing on sequence- and structure-based methodologies as well as discusses their advantages and limitations. Sequence-based approaches that search for possible protein-protein interfaces in GPCR complexes have been applied with success in several studies, but did not yield always consistent results. Structure-based methodologies are a potent complement to sequence-based approaches. For instance, protein-protein docking is a valuable method especially when guided by experimental constraints. Some disadvantages like limited receptor flexibility and non-consideration of the membrane environment have to be taken into account. Molecular dynamics simulation can overcome these drawbacks giving a detailed description of conformational changes in a native-like membrane. Successful prediction of GPCR complexes using computational approaches combined with experimental efforts may help to understand the role of dimeric/oligomeric GPCR complexes for fine-tuning receptor signaling. Moreover, since such GPCR complexes have attracted interest as potential drug target for diverse diseases, unveiling molecular determinants of dimerization/oligomerization can provide important implications for drug discovery.
A dynamical system perspective to understanding badminton singles game play.
Chow, Jia Yi; Seifert, Ludovic; Hérault, Romain; Chia, Shannon Jing Yi; Lee, Miriam Chang Yi
2014-02-01
By altering the task constraints of cooperative and competitive game contexts in badminton, insights can be obtained from a dynamical systems perspective to investigate the underlying processes that results in either a gradual shift or transition of playing patterns. Positional data of three pairs of skilled female badminton players (average age 20.5±1.38years) were captured and analyzed. Local correlation coefficient, which provides information on the relationship of players' displacement data, between each pair of players was computed for angle and distance from base position. Speed scalar product was in turn established from speed vectors of the players. The results revealed two patterns of playing behaviors (i.e., in-phase and anti-phase patterns) for movement displacement. Anti-phase relation was the dominant coupling pattern for speed scalar relationships among the pairs of players. Speed scalar product, as a collective variable, was different between cooperative and competitive plays with a greater variability in amplitude seen in competitive plays leading to a winning point. The findings from this study provide evidence for increasing stroke variability to perturb existing stable patterns of play and highlights the potential for speed scalar product to be a collective variable to distinguish different patterns of play (e.g., cooperative and competitive). Copyright © 2013 Elsevier B.V. All rights reserved.
Gender, Lies and Video Games: the Truth about Females and Computing
DOE Office of Scientific and Technical Information (OSTI.GOV)
Klawe, Maria M.
2006-02-22
This talk explores how girls and women differ from boys and men in their uses of and attitudes towards computers and computing. From playing computer games to pursuing computing careers, the participation of females tends to be very low compared to that of males. Why is this? Opinions range from girls wanting to avoid the math and/or the geek image of programming to girls having better things to do with their lives. We discuss research findings on this issue, as well as initiatives designed to increase the participation of females in computing.
Gender, Lies and Video Games: the Truth about Females and Computing
Klawe, Maria M. [Princeton University, Princeton, New Jersey, United States
2017-12-09
This talk explores how girls and women differ from boys and men in their uses of and attitudes towards computers and computing. From playing computer games to pursuing computing careers, the participation of females tends to be very low compared to that of males. Why is this? Opinions range from girls wanting to avoid the math and/or the geek image of programming to girls having better things to do with their lives. We discuss research findings on this issue, as well as initiatives designed to increase the participation of females in computing.
ERIC Educational Resources Information Center
Islam, Mohammad Shahedul; Rahman, Mohammad Shamsur; Haque, Enamul
2015-01-01
Information and Communication Technology plays an increasingly important role in the lives of learners around the world. The opportunity to seek information through computer has made reading an important language skill. In this hi-tech era, students of undergraduate programs should have high reading ability to comprehend knowledge available online…
ERIC Educational Resources Information Center
East, Martin; King, Chris
2012-01-01
In the listening component of the IELTS examination candidates hear the input once, delivered at "normal" speed. This format for listening can be problematic for test takers who often perceive normal speed input to be too fast for effective comprehension. The study reported here investigated whether using computer software to slow down…
The use of high-throughput in vitro assays has been proposed to play a significant role in the future of toxicity testing. In this study, rat hepatic metabolic clearance and plasma protein binding were measured for 59 ToxCast phase I chemicals. Computational in vitro-to-in vivo e...
ERIC Educational Resources Information Center
Goodnight, Jackson A.; Bates, John E.; Newman, Joseph P.; Dodge, Kenneth A.; Pettit, Gregory S.
2006-01-01
This study investigated the interactive effects of friend deviance and reward dominance on the development of externalizing behavior of adolescents in the Child Development Project. Reward dominance was assessed at age 16 by performance on a computer-presented card-playing game in which participants had the choice of either continuing or…
General Information: Chapman Conference on Magnetospheric Current Systems
NASA Technical Reports Server (NTRS)
Spicer, Daniel S.; Curtis, Steven
1999-01-01
The goal of this conference is to address recent achievements of observational, computational, theoretical, and modeling studies, and to foster communication among people working with different approaches. Electric current systems play an important role in the energetics of the magnetosphere. This conference will target outstanding issues related to magnetospheric current systems, placing its emphasis on interregional processes and driving mechanisms of current systems.
ERIC Educational Resources Information Center
Seelig, Anita
1982-01-01
Advantages of having children use microcomputers at school and home include learning about sophisticated concepts early in life without a great deal of prodding, playing games that expand knowledge, and becoming literate in computer knowledge needed later in life. Includes comments from parents on their experiences with microcomputers and…
Towards a Competency Model for Teaching Computer Science
ERIC Educational Resources Information Center
Bender, Elena; Hubwieser, Peter; Schaper, Niclas; Margaritis, Melanie; Berges, Marc; Ohrndorf, Laura; Magenheim, Johannes; Schubert, Sigrid
2015-01-01
To address the special challenges of teaching computer science, adequate development of teachers' competencies during their education is extremely important. In particular, pedagogical content knowledge and teachers' beliefs and motivational orientations play an important role in effective teaching. This research field has been sparsely…
Using Computer Simulations in Drug Education Lessons.
ERIC Educational Resources Information Center
Bentz, Glenda D.
1989-01-01
Discussion of drug education for fifth grade students focuses on a computer simulation in which students role-play adolescents encountering various situations where there is drug or alcohol involvement. Activities in the simulation are explained, and discussion groups that occur following the simulation are described. (LRW)
Collins Center Update. Volume 4, Issue 3, April-June 2002
2002-06-01
a free play , computer-assisted war game. The objective of JLASS is to promote the joint professional military education of all participants by...gaming phase, they came together to execute their plans in a dynamic free play environment. A Center for Strategic Leadership spon- sored elective
The Collins Center Update. Volume 6, Issue 3, April-June 2004
2004-06-01
fought campaign plans with students from the other Senior Level Colleges in a free - play computer-assisted war game. INSIDE THIS ISSUE • Unified...phase, where the students came together to execute their plans in a dynamic free - play environment. The exercise, guided by the participants’ own
Library Media Learning and Play Center.
ERIC Educational Resources Information Center
Faber, Therese; And Others
Preschool educators developed a library media learning and play center to enable children to "experience" a library; establish positive attitudes about the library; and encourage respect for self, others, and property. The center had the following areas: check-in and check-out desk, quiet reading section, computer center, listening center, video…
NASA Astrophysics Data System (ADS)
Ekdahl, Bertil
2002-09-01
Of main concern in agent based computing is the conception that software agents can attain socially responsible behavior. This idea has its origin in the need for agents to interact with one another in a cooperating manner. Such interplay between several agents can be seen as a combinatorial play where the rules are fixed and the actors are supposed to closely analyze the play in order to behave rational. This kind of rationality has successfully being mathematically described. When the social behavior is extended beyond rational behavior, mere mathematical analysis falls short. For such behavior language is decisive for transferring concepts and language is a holistic entity that cannot be analyzed and defined mathematically. Accordingly, computers cannot be furnished with a language in the sense that meaning can be conveyed and consequently they lack all the necessary properties to be made social. The attempts to postulate mental properties to computer programs are a misconception that is blamed the lack of true understanding of language and especially the relation between formal system and its semantics.
Virtual reality simulators: valuable surgical skills trainers or video games?
Willis, Ross E; Gomez, Pedro Pablo; Ivatury, Srinivas J; Mitra, Hari S; Van Sickle, Kent R
2014-01-01
Virtual reality (VR) and physical model (PM) simulators differ in terms of whether the trainee is manipulating actual 3-dimensional objects (PM) or computer-generated 3-dimensional objects (VR). Much like video games (VG), VR simulators utilize computer-generated graphics. These differences may have profound effects on the utility of VR and PM training platforms. In this study, we aimed to determine whether a relationship exists between VR, PM, and VG platforms. VR and PM simulators for laparoscopic camera navigation ([LCN], experiment 1) and flexible endoscopy ([FE] experiment 2) were used in this study. In experiment 1, 20 laparoscopic novices played VG and performed 0° and 30° LCN exercises on VR and PM simulators. In experiment 2, 20 FE novices played VG and performed colonoscopy exercises on VR and PM simulators. In both experiments, VG performance was correlated with VR performance but not with PM performance. Performance on VR simulators did not correlate with performance on respective PM models. VR environments may be more like VG than previously thought. © 2013 Published by Association of Program Directors in Surgery on behalf of Association of Program Directors in Surgery.
Digital kids of the Heisei era: experiment at Toyonaka Bunka Kindergarten.
Matsuda, S
1999-01-01
I wonder what most people think when they hear of small children playing on computers in kindergarten. One can almost hear the responses: "Why should kindergarten children have to use computers?" Small children are using computers? It's much too earlyl" "At kindergarten children should be singing, playing games, and making mud pies!" A computer is the epitome of the artificial. If we really make a mess of things, humans will become slaves to computers. What can they be thinking, putting such things in kindergartens as a child's toy? Many people who think in this way have never touched a computer, and it often seems the case that these "emotional opponents" are opposed to them only because of their own preconceptions. There is still a preconception that" a computer = a square machine like a TV with lots of difficult-looking keys". Computers are now in virtually all of the electronic appliances we use every day, refrigerators, washing machines, vacuums and televisions, and we think nothing of it. We live each day using computers, but only the "square" computer invites such contempt. Why is this the case? On the other side, there are the "proactive endorsers", who think "Computers have spread thus far in society and schools, so we must let children become familiar with them from a very young age!" These people often seem to want to teach everyone everything. There is much to know about the image and use of computers. They seem to think that if adults don't teach them, children won't understand anything. On this point, they are at the same level as the "emotional opponents", in that they conceive of computers as being something out of the ordinary.
Representational geometry: integrating cognition, computation, and the brain.
Kriegeskorte, Nikolaus; Kievit, Rogier A
2013-08-01
The cognitive concept of representation plays a key role in theories of brain information processing. However, linking neuronal activity to representational content and cognitive theory remains challenging. Recent studies have characterized the representational geometry of neural population codes by means of representational distance matrices, enabling researchers to compare representations across stages of processing and to test cognitive and computational theories. Representational geometry provides a useful intermediate level of description, capturing both the information represented in a neuronal population code and the format in which it is represented. We review recent insights gained with this approach in perception, memory, cognition, and action. Analyses of representational geometry can compare representations between models and the brain, and promise to explain brain computation as transformation of representational similarity structure. Copyright © 2013 Elsevier Ltd. All rights reserved.
A multilevel finite element method for Fredholm integral eigenvalue problems
NASA Astrophysics Data System (ADS)
Xie, Hehu; Zhou, Tao
2015-12-01
In this work, we proposed a multigrid finite element (MFE) method for solving the Fredholm integral eigenvalue problems. The main motivation for such studies is to compute the Karhunen-Loève expansions of random fields, which play an important role in the applications of uncertainty quantification. In our MFE framework, solving the eigenvalue problem is converted to doing a series of integral iterations and eigenvalue solving in the coarsest mesh. Then, any existing efficient integration scheme can be used for the associated integration process. The error estimates are provided, and the computational complexity is analyzed. It is noticed that the total computational work of our method is comparable with a single integration step in the finest mesh. Several numerical experiments are presented to validate the efficiency of the proposed numerical method.
Taherian, Sarvnaz; Selitskiy, Dmitry; Pau, James; Claire Davies, T
2017-02-01
Using a commercial electroencephalography (EEG)-based brain-computer interface (BCI), the training and testing protocol for six individuals with spastic quadriplegic cerebral palsy (GMFCS and MACS IV and V) was evaluated. A customised, gamified training paradigm was employed. Over three weeks, the participants spent two sessions exploring the system, and up to six sessions playing the game which focussed on EEG feedback of left and right arm motor imagery. The participants showed variable inconclusive results in the ability to produce two distinct EEG patterns. Participant performance was influenced by physical illness, motivation, fatigue and concentration. The results from this case study highlight the infancy of BCIs as a form of assistive technology for people with cerebral palsy. Existing commercial BCIs are not designed according to the needs of end-users. Implications for Rehabilitation Mood, fatigue, physical illness and motivation influence the usability of a brain-computer interface. Commercial brain-computer interfaces are not designed for practical assistive technology use for people with cerebral palsy. Practical brain-computer interface assistive technologies may need to be flexible to suit individual needs.
ERIC Educational Resources Information Center
Draper, Thomas W.; And Others
This paper introduces and develops the premise that technology should be used as a tool to be adapted to early childhood education rather than adapting the preschool curriculum to computers. Although recent evidence suggests a national interest in having high technology play a role in the teaching of young children, particularly in reading,…
Walden, Daniel; Ogba, O. Maduka; Johnston, Ryne C.; ...
2016-06-06
The flexibility, complexity, and size of contemporary organocatalytic transformations pose interesting and powerful opportunities to computational and experimental chemists alike. In this Account, we disclose our recent computational investigations of three branches of organocatalysis in which nonbonding interactions, such as C–H···O/N interactions, play a crucial role in the organization of transition states, catalysis, and selectivity.
Bethel, E. Wes [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States). Computational Research Division and Scientific Visualization Group
2018-05-07
Summer Lecture Series 2008: Scientific visualization transforms abstract data into readily comprehensible images, provide a vehicle for "seeing the unseeable," and play a central role in both experimental and computational sciences. Wes Bethel, who heads the Scientific Visualization Group in the Computational Research Division, presents an overview of visualization and computer graphics, current research challenges, and future directions for the field.
Schwartz, Joel B.; Wilcox, Bethany; Costa, Laura; Kerman, Karen
2015-01-01
Background The wrist extensors and flexors are profoundly affected in most children with hemiparetic cerebral palsy (CP) and are the major target of physical therapists' and occupational therapists' efforts to restore useful hand functions. A limitation of any therapeutic or exercise program can be the level of the child's engagement or adherence. The proposed approach capitalizes on the primary learning avenue for children: toy play. Objective This study aimed to develop and evaluate the measurement accuracy of innovative, motion-specific play controllers that are engaging rehabilitative devices for enhancing therapy and promoting neural plasticity and functional recovery in children with CP. Design Design objectives of the play controller included a cost-effective, home-based supplement to physical therapy, the ability to calibrate the controller so that play can be accomplished with any active range of motion, and the capability of logging play activity and wrist motion over week-long periods. Methods Accuracy of the play controller in measuring wrist flexion-extension was evaluated in 6 children who were developing in a typical manner, using optical motion capture of the wrist and forearm as the gold standard. Results The error of the play controller was estimated at approximately 5 degrees in both maximum wrist flexion and extension. Limitations Measurements were taken during a laboratory session, with children without CP, and no toy or computer game was interfaced with the play controller. Therefore, the potential engagement of the proposed approach for therapy remains to be evaluated. Conclusions This study presented the concept, development, and wrist tracking accuracy of an inexpensive approach to extremity therapy that may have a health benefit for children with hemiparesis, and potentially for patients of any age with a wide range of extremity neuromotor impairments. PMID:25573759
Computer games to teach hygiene: an evaluation of the e-Bug junior game.
Farrell, David; Kostkova, Patty; Weinberg, Julius; Lazareck, Lisa; Weerasinghe, Dasun; Lecky, Donna M; McNulty, Cliodna A M
2011-06-01
Handwashing, respiratory hygiene and antibiotic resistance remain major public health concerns. In order to facilitate an effective outcome when teaching the basic principles of hand and respiratory hygiene, educational interventions should first target school children. As computer games are ubiquitous in most children's lives, e-Bug developed computer games targeted at teaching children handwashing, respiratory hygiene and antibiotic resistance. The games were designed for two target audiences: junior school children (9-12 year olds); and senior school children (13-15 year olds). Between May and August 2009, the finalized junior game underwent an evaluation in three UK schools (in Glasgow, Gloucester and London), involving 62 children in the schools and ∼ 1700 players accessing the junior game online. The e-Bug junior game consists of a number of levels of play, each of which promotes a set of learning outcomes (LOs). These LOs, complementary to those in the e-Bug packs, are expressed through the game mechanics (the rules of the game) rather than through story or dialogue. Although the junior game's evaluation demonstrated a statistically significant change in the knowledge for only a small number of given LOs, because many children had the required knowledge already before playing the game, this is e-Bug's first statistical study on the junior game and the first comprehensive evaluation of its kind. Future work includes a re-examination of the quiz-style questionnaires utilized in this study and an exploration of the potential knowledge change acquired strictly through engagement.
COMPUTATIONAL MITRAL VALVE EVALUATION AND POTENTIAL CLINICAL APPLICATIONS
Chandran, Krishnan B.; Kim, Hyunggun
2014-01-01
The mitral valve (MV) apparatus consists of the two asymmetric leaflets, the saddle-shaped annulus, the chordae tendineae, and the papillary muscles. MV function over the cardiac cycle involves complex interaction between the MV apparatus components for efficient blood circulation. Common diseases of the MV include valvular stenosis, regurgitation, and prolapse. MV repair is the most popular and most reliable surgical treatment for early MV pathology. One of the unsolved problems in MV repair is to predict the optimal repair strategy for each patient. Although experimental studies have provided valuable information to improve repair techniques, computational simulations are increasingly playing an important role in understanding the complex MV dynamics, particularly with the availability of patient-specific real-time imaging modalities. This work presents a review of computational simulation studies of MV function employing finite element (FE) structural analysis and fluid-structure interaction (FSI) approach reported in the literature to date. More recent studies towards potential applications of computational simulation approaches in the assessment of valvular repair techniques and potential pre-surgical planning of repair strategies are also discussed. It is anticipated that further advancements in computational techniques combined with the next generations of clinical imaging modalities will enable physiologically more realistic simulations. Such advancement in imaging and computation will allow for patient-specific, disease-specific, and case-specific MV evaluation and virtual prediction of MV repair. PMID:25134487
Kish, Gary; Cook, Samuel A; Kis, Gréta
2013-01-01
The University of Debrecen's Faculty of Medicine has an international, multilingual student population with anatomy courses taught in English to all but Hungarian students. An elective computer-assisted gross anatomy course, the Computer Human Anatomy (CHA), has been taught in English at the Anatomy Department since 2008. This course focuses on an introduction to anatomical digital images along with clinical cases. This low-budget course has a large visual component using images from magnetic resonance imaging and computer axial tomogram scans, ultrasound clinical studies, and readily available anatomy software that presents topics which run in parallel to the university's core anatomy curriculum. From the combined computer images and CHA lecture information, students are asked to solve computer-based clinical anatomy problems in the CHA computer laboratory. A statistical comparison was undertaken of core anatomy oral examination performances of English program first-year medical students who took the elective CHA course and those who did not in the three academic years 2007-2008, 2008-2009, and 2009-2010. The results of this study indicate that the CHA-enrolled students improved their performance on required anatomy core curriculum oral examinations (P < 0.001), suggesting that computer-assisted learning may play an active role in anatomy curriculum improvement. These preliminary results have prompted ongoing evaluation of what specific aspects of CHA are valuable and which students benefit from computer-assisted learning in a multilingual and diverse cultural environment. Copyright © 2012 American Association of Anatomists.
Exploring autonomy through computational biomodelling.
Palfreyman, Niall
2009-07-01
The question of whether living organisms possess autonomy of action is tied up with the nature of causal efficacy. Yet the nature of organisms is such that they frequently defy conventional causal language. Did the fig wasp select the fig, or vice versa? Is this an epithelial cell because of its genetic structure, or because it develops within the epithelium? The intimate coupling of biological levels of organisation leads developmental systems theory to deconstruct the biological organism into a life-cycle process which constitutes itself from the resources available within a complete developmental system. This radical proposal necessarily raises questions regarding the ontological status of organisms: Does an organism possess existence distinguishable from its molecular composition and social environment? The ambiguity of biological causality makes such questions difficult to answer or even formulate, and computational biology has an important role to play in operationalising the language in which they are framed. In this article we review the role played by computational biomodels in shedding light on the ontological status of organisms. These models are drawn from backgrounds ranging from molecular kinetics to niche construction, and all attempt to trace biological processes to a causal, and therefore existent, source. We conclude that computational biomodelling plays a fertile role in furnishing a proof of concept for conjectures in the philosophy of biology, and suggests the need for a process-based ontology of biological systems.
The effect of opponent type on human performance in a three-alternative choice task.
Lie, Celia; Baxter, Jennifer; Alsop, Brent
2013-10-01
Adult participants played computerised games of "Paper Scissors Rock". Participants in one group were told that they were playing against the computer, and those in the other group were told that they were playing against another participant in the adjacent room. The participant who won the most games would receive a $50 prize. For both groups however, the opponent's responses (paper, scissors, or rock) were generated by the computer, and the distribution of these responses was varied across four blocks of 126 trials. Results were analysed using the generalised matching law for the three possible pairs of alternatives (paper vs. scissors, paper vs. rock, and scissors vs. rock) across all participants in each group. Overall, significantly higher estimates of sensitivity to the distribution of opponent's responses were obtained from participants who were told their opponent was a computer compared to participants who were told their opponent was another participant. While adding to the existing literature showing that the generalised matching law is an adequate descriptor of human three-alternative choice behaviour, these findings show that external factors such as perceived opponent type can affect the efficacy of reinforcer contingencies on human behaviour. This suggests that generalising the results from tasks performed against a computer to real-life human-to-human interactions warrants some caution. Copyright © 2013 Elsevier B.V. All rights reserved.
Straker, L M; Pollock, C M; Zubrick, S R; Kurinczuk, J J
2006-05-01
Increasing use of computers by children has raised concerns over the potential impact on their cognitive, social, educational, visual and physical development. Despite this concern, there are no large-scale studies relating the use of computers to specific health indicators in children as they reach school age. A cross-sectional analysis of 1600 5-year-old Western Australian children participating in a longitudinal cohort study was conducted to ascertain their computer use, other activities (watching television and videos, playing electronic games, reading and looking at books, drawing on paper and moderate to vigorous physical activity), and specific health indicators. More than half (56%) of the children used computers each week. Computer use was significantly related to TV viewing (OR 1.97 weekday) and electronic game use (console games OR 2.48 weekday, 1.81 weekend; hand-held games OR 1.88 weekend) and negatively associated with vigorous physical activity on weekends (OR 0.72). Computer use was also significantly related to socio-economic indicators such as the mother being older (40+ years, OR 1.70 weekend, 1.73 weekday), tertiary educated (OR 1.63 weekend) and studying (OR 1.52 weekend, 1.41 weekday). Almost 1% children were reported to have complained of tired or sore muscles, and 2.2% had complained of tired or sore eyes, after watching television or using a computer. A substantial proportion of 5-year-old Western Australian children are using computers. Computer use was related to other sedentary activities and less vigorous activity. While musculoskeletal and vision problems are not widespread, their presence and the sedentary nature of computer use is of public health concern.
Streuff, Jan; Himmel, Daniel; Younas, Sara L
2018-04-03
The computational investigation of a titanium-catalysed reductive radical-radical coupling is reported. The results match the conclusions from an earlier experimental study and enable a further interpretation of the previously observed complex reaction kinetics. Furthermore, the interplay between neutral and cationic reaction pathways in titanium(iii)-catalysed reactions is investigated for the first time. The results show that hydrochloride additives and reaction byproducts play an important role in the respective equilibria. A full reaction profile is assembled and the computed activation barrier is found to be in reasonable agreement with the experiment. The conclusions are of fundamental importance to the field of low-valent titanium catalysis and the understanding of related catalytic radical-radical coupling reactions.
Vinney, Lisa A; Howles, Les; Leverson, Glen; Connor, Nadine P
2016-08-01
This study examined whether undergraduate college students' immediate recall and longer-term retention of introductory voice disorder concepts improved by using mini quiz games (MQGs; interactive knowledge tests in game format) compared with (a) traditional study alone, (b) MQGs and traditional study together, or (c) a no-study control condition. Ninety-three college students participated in proctored sessions in which they were given a pretest, viewed an online lecture on introductory voice disorder concepts, and then engaged in either no intervention or interventions including traditional study, MQG play, or both MQG play and traditional study, followed by an immediate recall posttest and longer-term retention follow-up test. Analyses suggested that the effects of all interventions (traditional study, MQG play, and the combination of the 2) were equivalent and resulted in significantly greater improvements from pretest to immediate recall posttest performance than the control condition. In contrast, MQGs and MQGs with traditional study, but not traditional study alone, showed better results for long-term retention than no study. Results provide preliminary support for the idea that there may be multiple effective learning modes, beyond traditional study, that enhance recall and retention of knowledge foundational to speech-language pathology clinical training and practice.
NASA Astrophysics Data System (ADS)
Horton, Scott
This research study investigated the effects of high fidelity graphics on both learning and presence, or the "sense of being there," inside a Virtual Learning Environment (VLE). Four versions of a VLE on the subject of the element mercury were created, each with a different combination of high and low fidelity polygon models and high and low fidelity shaders. A total of 76 college age (18+ years of age) participants were randomly assigned to one of the four conditions. The participants interacted with the VLE and then completed several posttest measures on learning, presence, and attitudes towards the VLE experience. Demographic information was also collected, including age, computer gameplay experience, number of virtual environments interacted with, gender and time spent in this virtual environment. The data was analyzed as a 2 x 2 between subjects ANOVA. The main effects of shader fidelity and polygon fidelity were both non-significant for both learning and all presence subscales inside the VLE. In addition, there was no significant interaction between shader fidelity and model fidelity. However, there were two significant results on the supplementary variables. First, gender was found to have a significant main effect on all the presence subscales. Females reported higher average levels of presence than their male counterparts. Second, gameplay hours, or the number of hours a participant played computer games per week, also had a significant main effect on participant score on the learning measure. The participants who reported playing 15+ hours of computer games per week, the highest amount of time in the variable, had the highest score as a group on the mercury learning measure while those participants that played 1-5 hours per week had the lowest scores.
Nagle, Aniket; Riener, Robert; Wolf, Peter
2015-01-01
Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes ("USER-CONTROL" and "AUTO") were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training.
Nagle, Aniket; Riener, Robert; Wolf, Peter
2015-01-01
Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes (“USER-CONTROL” and “AUTO”) were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training. PMID:26635681
The role of structural characteristics in video-game play motivation: a Q-methodology study.
Westwood, Dave; Griffiths, Mark D
2010-10-01
Until recently, there has been very little naturalistic study of what gaming experiences are like, and how gaming fits into people's lives. Using a recently developed structural characteristic taxonomy of video games, this study examined the psycho-structural elements of computer games that motivate gamers to play them. Using Q-Sort methodology, 40 gamers participated in an online Q-sort task. Results identified six distinct types of gamers based on the factors generated: (a) story-driven solo gamers; (b) social gamers; (c) solo limited gamers; (d) hardcore online gamers; (e) solo control/identity gamers; and (f ) casual gamers. These gaming types are discussed, and a brief evaluation of similar and unique elements of the different types of gamer is also offered. The current study shows Q-methodology to be a relevant and applicable method in the psychological research of gaming.
Marques, Adilson; Branquinho, Cátia; De Matos, Margarida Gaspar
2016-07-01
The purpose of this study was to examine the relationship between girls' sexual maturation (age of menarche) and physical activity and sedentary behaviors. Data were collected from a national representative sample of girls in 2010 (pre-menarcheal girls n = 583, post-menarcheal girls n = 741). Physical activity (times/week and hours/week) and screen-based sedentary time (minutes/day) including television/video/DVD watching, playing videogames, and computer use were self-reported. Pre-menarcheal girls engaged significantly more times in physical activity in the last 7 days than post-menarcheal girls (3.5 ± 1.9 times/week vs. 3.0 ± 1.7 times/week, P < 0.001). There was no significant difference between pre-menarcheal and post-menarcheal girls in time (hours/week) spent in physical activity. Post-menarcheal girls spent significantly more minutes per day than pre-menarcheal girls watching TV, playing videogames, and using computers on weekdays (TV: 165.2 ± 105.8 vs. 136.0 ± 106.3, P < 0.001; videogames 72.0 ± 84.8 vs. 60.3 ± 78.9, P = 0.015; computer: 123.3 ± 103.9 vs. 82.8 ± 95.8, P < 0.001) and on weekends (TV: 249.0 ± 116.2 vs. 209.3 ± 124.8, P < 0.001; videogames: 123.0 ± 114.0 vs. 104.7 ± 103.5, P = 0.020; computer: 177.0 ± 122.2 vs. 119.7 ± 112.7, P < 0.001). After adjusting analyses for age, BMI, and socioeconomic status, differences were still significant for physical activity and for computer use. Specific interventions should be designed for girls to increase their physical activity participation and decrease time spent on the computer, for post-menarcheal girls in particular. Am. J. Hum. Biol. 28:471-475, 2016. © 2015 Wiley Periodicals, Inc. © 2015 Wiley Periodicals, Inc.
Tan, Germaine Xin Yi; Jamil, Muhammad; Tee, Nicole Gui Zhen; Zhong, Liang; Yap, Choon Hwai
2015-11-01
Recent animal studies have provided evidence that prenatal blood flow fluid mechanics may play a role in the pathogenesis of congenital cardiovascular malformations. To further these researches, it is important to have an imaging technique for small animal embryos with sufficient resolution to support computational fluid dynamics studies, and that is also non-invasive and non-destructive to allow for subject-specific, longitudinal studies. In the current study, we developed such a technique, based on ultrasound biomicroscopy scans on chick embryos. Our technique included a motion cancelation algorithm to negate embryonic body motion, a temporal averaging algorithm to differentiate blood spaces from tissue spaces, and 3D reconstruction of blood volumes in the embryo. The accuracy of the reconstructed models was validated with direct stereoscopic measurements. A computational fluid dynamics simulation was performed to model fluid flow in the generated construct of a Hamburger-Hamilton (HH) stage 27 embryo. Simulation results showed that there were divergent streamlines and a low shear region at the carotid duct, which may be linked to the carotid duct's eventual regression and disappearance by HH stage 34. We show that our technique has sufficient resolution to produce accurate geometries for computational fluid dynamics simulations to quantify embryonic cardiovascular fluid mechanics.
NASA Astrophysics Data System (ADS)
Gama Goicochea, A.; Balderas Altamirano, M. A.; Lopez-Esparza, R.; Waldo-Mendoza, Miguel A.; Perez, E.
2015-09-01
The connection between fundamental interactions acting in molecules in a fluid and macroscopically measured properties, such as the viscosity between colloidal particles coated with polymers, is studied here. The role that hydrodynamic and Brownian forces play in colloidal dispersions is also discussed. It is argued that many-body systems in which all these interactions take place can be accurately solved using computational simulation tools. One of those modern tools is the technique known as dissipative particle dynamics, which incorporates Brownian and hydrodynamic forces, as well as basic conservative interactions. A case study is reported, as an example of the applications of this technique, which consists of the prediction of the viscosity and friction between two opposing parallel surfaces covered with polymer chains, under the influence of a steady flow. This work is intended to serve as an introduction to the subject of colloidal dispersions and computer simulations, for final-year undergraduate students and beginning graduate students who are interested in beginning research in soft matter systems. To that end, a computational code is included that students can use right away to study complex fluids in equilibrium.
Training to use a commercial brain-computer interface as access technology: a case study.
Taherian, Sarvnaz; Selitskiy, Dmitry; Pau, James; Davies, T Claire; Owens, R Glynn
2016-01-01
This case study describes how an individual with spastic quadriplegic cerebral palsy was trained over a period of four weeks to use a commercial electroencephalography (EEG)-based brain-computer interface (BCI). The participant spent three sessions exploring the system, and seven sessions playing a game focused on EEG feedback training of left and right arm motor imagery and a customised, training game paradigm was employed. The participant showed improvement in the production of two distinct EEG patterns. The participant's performance was influenced by motivation, fatigue and concentration. Six weeks post-training the participant could still control the BCI and used this to type a sentence using an augmentative and alternative communication application on a wirelessly linked device. The results from this case study highlight the importance of creating a dynamic, relevant and engaging training environment for BCIs. Implications for Rehabilitation Customising a training paradigm to suit the users' interests can influence adherence to assistive technology training. Mood, fatigue, physical illness and motivation influence the usability of a brain-computer interface. Commercial brain-computer interfaces, which require little set up time, may be used as access technology for individuals with severe disabilities.
Sedentary patterns and media availability in European adolescents: The HELENA study.
Rey-López, Juan P; Vicente-Rodriguez, Germán; Ortega, Francisco B; Ruiz, Jonatan R; Martinez-Gómez, David; De Henauw, Stefan; Manios, Yannis; Molnar, Denes; Polito, Angela; Verloigne, Maite; Castillo, Manuel J; Sjöström, Michael; De Bourdeaudhuij, Ilse; Moreno, Luis A
2010-07-01
To describe sedentary behaviors in adolescents and to examine the influence of media availability on TV viewing. The study assessed 3278 adolescents (1537 males and 1741 females, 12.5-17.5 years) involved in the HELENA study (2007). Adolescents reported hours of TV viewing, computer games, console, internet for study and non-study reasons, and study, as well as availability of TVs, computers and consoles. Time spent in sedentary behaviors was higher during weekends (all p<0.001). Males spent more hours on TV viewing (for > or = 15 years at weekends), playing computer games and console games while females spent more time studying and surfing for non-study reasons. During weekdays, one third of adolescents exceeded the screen time guidelines (>2h/day) based solely on TV viewing, whereas around 60% exceeded it at weekends. Having a TV or a console in the bedroom was associated with higher TV viewing (OR=2.66; 95% CI 2.23-3.18; and OR=1.92; 95% CI 1.61-2.28, respectively) whereas the presence of computer reduced it (OR=0.57; 95% CI 0.48-0.68). Adolescents living in Europe are not meeting media recommendations, especially during weekend. The absence of a TV in the adolescents' bedroom might reduce TV viewing. Further studies are needed to confirm or contrast our findings. Copyright 2010 Elsevier Inc. All rights reserved.
Factors Influencing Future Educational Technologists' Intentions to Participate in Online Teaching
ERIC Educational Resources Information Center
Hung, Wei-Chen; Jeng, Ifeng
2013-01-01
Education through the Internet is being shaped by the next wave of Web technology where productivity, collaborative tools and the ubiquity of computers play a major role in changing methods of peer interaction and collaboration. Because future educational technologists will play vital roles in navigating through this technical complexity and…
The Playful and Reflective Game Designer
ERIC Educational Resources Information Center
Majgaard, Gunver
2014-01-01
A group of first-semester engineering students participated in a game design course. The aim of the course was to learn how to design computer games and programming skills by creating their own games, thereby applying their game-playing experiences to gain knowledge about game design. The aim was for students to develop a more critically…
Evaluating the Cognitive Consequences of Playing "Portal" for a Short Duration
ERIC Educational Resources Information Center
Adams, Deanne M.; Pilegard, Celeste; Mayer, Richard E.
2016-01-01
Learning physics often requires overcoming common misconceptions based on naïve interpretations of observations in the everyday world. One proposed way to help learners build appropriate physics intuitions is to expose them to computer simulations in which motion is based on Newtonian principles. In addition, playing video games that require…
ERIC Educational Resources Information Center
Shlechter, Theodore M.; And Others
1992-01-01
Examines the effectiveness of SIMNET (Simulation Networking), a virtual reality training simulation system, combined with a program of role-playing activities for helping Army classes to master the conditional knowledge needed for successful field performance. The value of active forms of learning for promoting higher order cognitive thinking is…
A Review of Innovative Approaches to LRE. Technical Assistance Bulletin No. 4.
ERIC Educational Resources Information Center
Crosby, Mary Neil
This bulletin discusses some non-traditional teaching vehicles such as plays, computers, and "learning by doing" projects used to heighten student interest in law-related education (LRE) by offering students unique experiences in a variety of settings. Four plays that have been developed or sponsored by local bar associations include:…
Unified Quest 2004 Revisits Future War, Volume 6, Issue 3, April-June 2004
2004-06-01
fought campaign plans with students from the other Senior Level Colleges in a free - play computer-assisted war game. INSIDE THIS ISSUE • Unified...dynamic free - play environment. The exercise, guided by the participants’ own goals and objectives, and not by scripts or the Master Scenario Event
ERIC Educational Resources Information Center
Avraamidou, Antri; Monaghan, John; Walker, Aisha
2012-01-01
This paper examines the computer game play of an 11-year-old boy. In the course of building a virtual house he developed and used, without assistance, an artefact and an accompanying strategy to ensure that his house was symmetric. We argue that the creation and use of this artefact-strategy is a mathematical abstraction. The discussion…
The Use of Board Games in Child Psychotherapy
ERIC Educational Resources Information Center
Oren, Ayala
2008-01-01
Playing checkers, football or more recently, computer games, is an important part of the latency child's culture. The ability to play games demands a level of emotional development similar to that needed to cope with the emotional/developmental demands characteristic of latency. A game shared by the therapist and child provides a picture of the…
Developing Competencies by Playing Digital Sports-Games
ERIC Educational Resources Information Center
Kretschmann, Rolf
2010-01-01
The idea of digital game-based learning (DGBL) is that students (or players) learn something by playing a computer or video game and that an educator can employ digital games to assist and boost both formal and informal learning. There is game software that is not specifically produced for educational use but which is nonetheless regularly…
Orthogonal Reflections on Computer Microworlds, Constructivism, Play and Mathematical Understanding.
ERIC Educational Resources Information Center
Kieren, Thomas E.
1994-01-01
Comments on the Fractions Project presented in this same issue. Discusses two major ideas: the construction of mathematics of children and its basis and playful actions as a basis for mathematical actions. Highlights the understanding of children's mathematical concepts and schemes as they grow and are organized in the context of computer…
Engineering Play: Children's Software and the Cultural Politics of Edutainment
ERIC Educational Resources Information Center
Ito, Mizuko
2006-01-01
The late 1980s saw the emergence of a new genre of instructional media, "edutainment", which utilized the capabilities of multimedia personal computers to animate software designed to both educate and entertain young children. This paper describes the production of, marketing of and play with edutainment software as a contemporary example of…
Field Computation and Nonpropositional Knowledge.
1987-09-01
field computer It is based on xeneralization of Taylor’s theorem to continuous dimensional vector spaces. 20. DISTRIBUTION/AVAILABILITY OF ABSTRACT 21...generalization of Taylor’s theorem to continuous dimensional vector -5paces A number of field computations are illustrated, including several Lransforma...paradigm. The "old" Al has been quite successful in performing a number of difficult tasks, such as theorem prov- ing, chess playing, medical diagnosis and
Evaluating Computer-Based Test Accommodations for English Learners
ERIC Educational Resources Information Center
Roohr, Katrina Crotts; Sireci, Stephen G.
2017-01-01
Test accommodations for English learners (ELs) are intended to reduce the language barrier and level the playing field, allowing ELs to better demonstrate their true proficiencies. Computer-based accommodations for ELs show promising results for leveling that field while also providing us with additional data to more closely investigate the…
Enhancement of Teaching-Learning Process through Multimedia Technology
ERIC Educational Resources Information Center
Charles, R.
2011-01-01
The Indian educational system has to meet the challenges of knowledge explosion and its requirement of increased enrolment in higher education. Computer and technology plays a pre-dominant role to meet out its challenges. Recent innovative Educational approach recommends self and sensory oriented instruction. Computer based multimedia is a tool…
Elliptic Curve Cryptography with Java
ERIC Educational Resources Information Center
Klima, Richard E.; Sigmon, Neil P.
2005-01-01
The use of the computer, and specifically the mathematics software package Maple, has played a central role in the authors' abstract algebra course because it provides their students with a way to see realistic examples of the topics they discuss without having to struggle with extensive computations. However, Maple does not provide the computer…
Computers and Kids: Pulling the Plug Can Protect the Planet.
ERIC Educational Resources Information Center
Moll, Marita
2003-01-01
Asserts younger children spend too much time playing video games and accessing the Internet. Describes harmful effects. Cites advice from experts to restrict computer and Internet use. Advises parents and teachers to be more diligent in supervising children's use of information technology. (Contains 17 references.) (PKP)
COMPUTATIONAL INVESTIGATION OF CHEMICAL REACTIVITY IN RELATION TO BIOACTIV A TION AND TOXICITY ACROSS CLASSES OF HALOORGANICS: BROMINATION VS. CHLORINATION.
Halogenation is a common feature of many classes of environmental contaminants, and often plays a crucial role in po...
Play for Performance: Using Computer Games to Improve Motivation and Test-Taking Performance
ERIC Educational Resources Information Center
Dennis, Alan R.; Bhagwatwar, Akshay; Minas, Randall K.
2013-01-01
The importance of testing, especially certification and high-stakes testing, has increased substantially over the past decade. Building on the "serious gaming" literature and the psychology "priming" literature, we developed a computer game designed to improve test-taking performance using psychological priming. The game primed…
Creative Practical Use of Digital Media in Early Childhood Education, Parts 1 & 2.
ERIC Educational Resources Information Center
Chiba, Takeo; Kanou, Akira; Matsuda, Sohei; Izhara, Dai; Ishigahki, Emiko
1997-01-01
Discusses the creative use of television broadcasts, computers for interactive play, electronic instruments for musical expression, and interactive books in Japanese early childhood education. Considers how television can be used more effectively and how computers enhance interaction between children, describes how electronic instruments during…
Reinventing Schools: The Technology Is Now!
ERIC Educational Resources Information Center
Ellmore, Douglas A., Sr.; Olson, Steve E.; Smith, Phillip M.
1995-01-01
Today's children have grown up immersed in a world of computers and other information technologies. They play video games; they listen to music on digital compact disks; they help their families program the computerized controls of videocassette players. With all of the exciting innovations in computer technology, children have the opportunity to…
Bringing Algorithms to Life: Cooperative Computing Activities Using Students as Processors.
ERIC Educational Resources Information Center
Bachelis, Gregory F.; And Others
1994-01-01
Presents cooperative computing activities in which each student plays the role of a switch or processor and acts out algorithms. Includes binary counting, finding the smallest card in a deck, sorting by selection and merging, adding and multiplying large numbers, and sieving for primes. (16 references) (Author/MKR)
Primary School Pupils' Attitudes toward Learning Programming through Visual Interactive Environments
ERIC Educational Resources Information Center
Asad, Khaled; Tibi, Moanis; Raiyn, Jamal
2016-01-01
New generations are using and playing with mobile and computer applications extensively. These applications are the outcomes of programming work that involves skills, such as computational and algorithmic thinking. Learning programming is not easy for students children. In recent years, academic institutions like the Massachusetts Institute of…
A Computational Model of Linguistic Humor in Puns
ERIC Educational Resources Information Center
Kao, Justine T.; Levy, Roger; Goodman, Noah D.
2016-01-01
Humor plays an essential role in human interactions. Precisely what makes something funny, however, remains elusive. While research on natural language understanding has made significant advancements in recent years, there has been little direct integration of humor research with computational models of language understanding. In this paper, we…
Activity Schedules, Computer Technology, and Teaching Children with Autism Spectrum Disorders
ERIC Educational Resources Information Center
Stromer, Robert; Kimball, Jonathan W.; Kinney, Elisabeth M.; Taylor, Bridget A.
2006-01-01
A review of selected literature suggests that integrating multimedia computer supports with activity schedules can be an effective way to teach students to manage their work, play, and skill-building activities independently. Activity schedules originally were a means of promoting independent execution of previously learned responses by using…
Empirical Validation and Application of the Computing Attitudes Survey
ERIC Educational Resources Information Center
Dorn, Brian; Elliott Tew, Allison
2015-01-01
Student attitudes play an important role in shaping learning experiences. However, few validated instruments exist for measuring student attitude development in a discipline-specific way. In this paper, we present the design, development, and validation of the computing attitudes survey (CAS). The CAS is an extension of the Colorado Learning…
Computer-Supported Instruction in Enhancing the Performance of Dyscalculics
ERIC Educational Resources Information Center
Kumar, S. Praveen; Raja, B. William Dharma
2010-01-01
The use of instructional media is an essential component of teaching-learning process which contributes to the efficiency as well as effectiveness of the teaching-learning process. Computer-supported instruction has a very important role to play as an advanced technological instruction as it employs different instructional techniques like…
Peukert, Peter; Sieslack, Sonja; Barth, Gottfried; Batra, Anil
2010-07-01
Excessive and addictive internet use and computer game playing is reported as an increasing problem in outpatient care. The aim of this paper is to give an overview about the current scientific discussion of the overuse and addiction of internet and computer game playing. Pubmed was used for a systematic literature research considering original papers and review articles dealing with Internet/computer game addiction. Recent epidemiological data from Germany suggest that 1.5-3.5 % of adolescent computer and internet users show signs of an overuse or addictive use of computer and video games. Moreover there is evidence that the disorder is associated with higher rates of depression, anxiety, as well as lower achievements e. g. at school. Although the nosological assignment still remains unclear there is some evidence from neurobiological data that the disorder can be conceptualized as behavioral addiction. As treatment strategy CBT-techniques have been proposed, but there is still a lack of controlled clinical trials concerning their efficacy. Since the addicted persons often show little motivation for a behavioural change we consider it a promising approach to treat and train their relatives with the aim of increasing the motivation for a behavioural change of the addicted person.
Motion perception: behavior and neural substrate.
Mather, George
2011-05-01
Visual motion perception is vital for survival. Single-unit recordings in primate primary visual cortex (V1) have revealed the existence of specialized motion sensing neurons; perceptual effects such as the motion after-effect demonstrate their importance for motion perception. Human psychophysical data on motion detection can be explained by a computational model of cortical motion sensors. Both psychophysical and physiological data reveal at least two classes of motion sensor capable of sensing motion in luminance-defined and texture-defined patterns, respectively. Psychophysical experiments also reveal that motion can be seen independently of motion sensor output, based on attentive tracking of visual features. Sensor outputs are inherently ambiguous, due to the problem of univariance in neural responses. In order to compute stimulus direction and speed, the visual system must compare the responses of many different sensors sensitive to different directions and speeds. Physiological data show that this computation occurs in the visual middle temporal (MT) area. Recent psychophysical studies indicate that information about spatial form may also play a role in motion computations. Adaptation studies show that the human visual system is selectively sensitive to large-scale optic flow patterns, and physiological studies indicate that cells in the middle superior temporal (MST) area derive this sensitivity from the combined responses of many MT cells. Extraretinal signals used to control eye movements are an important source of signals to cancel out the retinal motion responses generated by eye movements, though visual information also plays a role. A number of issues remain to be resolved at all levels of the motion-processing hierarchy. WIREs Cogni Sci 2011 2 305-314 DOI: 10.1002/wcs.110 For further resources related to this article, please visit the WIREs website Additional Supporting Information may be found in http://www.lifesci.sussex.ac.uk/home/George_Mather/Motion/index.html. Copyright © 2010 John Wiley & Sons, Ltd.
Adding an Intelligent Tutoring System to an Existing Training Simulation
2006-01-01
to apply information in a job should be the goal of training. Also, conventional IMI is not able to meaningfully incorporate use of free - play simulators...incorporating desktop free - play simulators into computer-based training since the software can stand in for a human tutor in all the roles. Existing IMI...2. ITS can integrate free - play simulators and IMI BC2010 ITS DESCRIPTION Overview Figure 3 illustrates the interaction between BC2010, ITS
Replaying the game: hypnagogic images in normals and amnesics.
Stickgold, R; Malia, A; Maguire, D; Roddenberry, D; O'Connor, M
2000-10-13
Participants playing the computer game Tetris reported intrusive, stereotypical, visual images of the game at sleep onset. Three amnesic patients with extensive bilateral medial temporal lobe damage produced similar hypnagogic reports despite being unable to recall playing the game, suggesting that such imagery may arise without important contribution from the declarative memory system. In addition, control participants reported images from previously played versions of the game, demonstrating that remote memories can influence the images from recent waking experience.
Computing with Neural Synchrony
Brette, Romain
2012-01-01
Neurons communicate primarily with spikes, but most theories of neural computation are based on firing rates. Yet, many experimental observations suggest that the temporal coordination of spikes plays a role in sensory processing. Among potential spike-based codes, synchrony appears as a good candidate because neural firing and plasticity are sensitive to fine input correlations. However, it is unclear what role synchrony may play in neural computation, and what functional advantage it may provide. With a theoretical approach, I show that the computational interest of neural synchrony appears when neurons have heterogeneous properties. In this context, the relationship between stimuli and neural synchrony is captured by the concept of synchrony receptive field, the set of stimuli which induce synchronous responses in a group of neurons. In a heterogeneous neural population, it appears that synchrony patterns represent structure or sensory invariants in stimuli, which can then be detected by postsynaptic neurons. The required neural circuitry can spontaneously emerge with spike-timing-dependent plasticity. Using examples in different sensory modalities, I show that this allows simple neural circuits to extract relevant information from realistic sensory stimuli, for example to identify a fluctuating odor in the presence of distractors. This theory of synchrony-based computation shows that relative spike timing may indeed have computational relevance, and suggests new types of neural network models for sensory processing with appealing computational properties. PMID:22719243
Reconstructing constructivism: causal models, Bayesian learning mechanisms, and the theory theory.
Gopnik, Alison; Wellman, Henry M
2012-11-01
We propose a new version of the "theory theory" grounded in the computational framework of probabilistic causal models and Bayesian learning. Probabilistic models allow a constructivist but rigorous and detailed approach to cognitive development. They also explain the learning of both more specific causal hypotheses and more abstract framework theories. We outline the new theoretical ideas, explain the computational framework in an intuitive and nontechnical way, and review an extensive but relatively recent body of empirical results that supports these ideas. These include new studies of the mechanisms of learning. Children infer causal structure from statistical information, through their own actions on the world and through observations of the actions of others. Studies demonstrate these learning mechanisms in children from 16 months to 4 years old and include research on causal statistical learning, informal experimentation through play, and imitation and informal pedagogy. They also include studies of the variability and progressive character of intuitive theory change, particularly theory of mind. These studies investigate both the physical and the psychological and social domains. We conclude with suggestions for further collaborative projects between developmental and computational cognitive scientists.
Chiang, Hsin-Yu Ariel; Liu, Chien-Hsiou
2016-03-10
Tablet users may be at high risk of developing physical discomfort because of their usage behaviors and tablet design. Investigate the usage of tablets, variations in head and neck posture associated with different tablet tilt angles, and the association of tablet use with users' musculoskeletal discomfort. A survey of users' subjective perceptions conducted by questionnaire and measurements of users' postures by a 3D Motion analysis system was used to explore the effects of tablet use. The questionnaire results indicated that over half of the participants reported physical discomfort after using tablets, with the most prevalent discomfort in the neck and shoulders, and more intensity of discomfort for the back although only few participants experienced it. Chi-squared tests indicated that significantly more participants who tended to use tablet computers to play games reported having musculoskeletal discomfort after using a tablet. In addition, preferences for tablet tilt angles varied across tasks (reading and game playing). The results from the 3D motion analysis revealed that head and neck flexion angles were significantly reduced when the tablets were positioned at relatively steep tilt angles. Neck flexion angle was significantly higher in game playing. These data add information regarding to the usage of tablet and its associations with physical discomfort (significantly more participants who tended to use tablet computers to play games reported having musculoskeletal discomfort after using a tablet). Steep tilt angles (such as 60°) may cause tablet users to decrease their head and neck flexion angles, which could lead to a more neutral, effortless, and ergonomically correct posture. Maintaining proper neck posture during active activities such as game playing is recommended to avoid neck discomfort.
Integrating Cloud-Computing-Specific Model into Aircraft Design
NASA Astrophysics Data System (ADS)
Zhimin, Tian; Qi, Lin; Guangwen, Yang
Cloud Computing is becoming increasingly relevant, as it will enable companies involved in spreading this technology to open the door to Web 3.0. In the paper, the new categories of services introduced will slowly replace many types of computational resources currently used. In this perspective, grid computing, the basic element for the large scale supply of cloud services, will play a fundamental role in defining how those services will be provided. The paper tries to integrate cloud computing specific model into aircraft design. This work has acquired good results in sharing licenses of large scale and expensive software, such as CFD (Computational Fluid Dynamics), UG, CATIA, and so on.
ERIC Educational Resources Information Center
Silseth, Kenneth
2012-01-01
The purpose of this article is to gain knowledge about how interactions in a gaming context become constituted as effective resources for a student's learning trajectory. In addition, this detailed study of a learning trajectory documents how a computer game becomes a learning resource for working on a specific topic in school. The article reports…
ERIC Educational Resources Information Center
Dickey, Michele D.
2007-01-01
During the past two decades, the popularity of computer and video games has prompted games to become a source of study for educational researchers and instructional designers investigating how various aspects of game design might be appropriated, borrowed, and re-purposed for the design of educational materials. The purpose of this paper is to…