BACKGROUND Excessive video game use,recognized as internet gaming disorder in Diagnostic and Statistical Manual of Mental Disorders,Fifth Edition and Gaming Disorder in International Classification of Diseases,11th Re...BACKGROUND Excessive video game use,recognized as internet gaming disorder in Diagnostic and Statistical Manual of Mental Disorders,Fifth Edition and Gaming Disorder in International Classification of Diseases,11th Revision,has raised concerns regarding its effects on individuals’social well-being.AIM To analyze the association between internet gaming disorder and social interaction across Western and Asian populations.METHODS The review examined 14 observational studies published between 2000 and 2025.It assessed the frequency and quality of face-to-face interactions,the shift towards online socialization,and the methodological quality of the included studies.RESULTS The findings generally indicate that gaming addiction is associated with a decrease in the frequency of offline social interaction.Addicted gamers reported spending less time with family and friends and experiencing increased isolation.Furthermore,the quality of social relationships appeared poorer,with addicted gamers reporting higher levels of loneliness,lower social support,and decreased relationship satisfaction.While online social interactions increased,they did not fully compensate for the loss of real-world connections.CONCLUSION This review highlights the potential of gaming addiction to negatively impact overall social lives,emphasizing the necessity for interventions focused on promoting real-world social engagement.展开更多
Maintaining natural habitats is crucial for the preservation of insects and other species that indicate environmental changes. However, the Mpanga/Kipengere Game Reserve and its surrounding farmlands are facing distur...Maintaining natural habitats is crucial for the preservation of insects and other species that indicate environmental changes. However, the Mpanga/Kipengere Game Reserve and its surrounding farmlands are facing disturbance due to human activities, which is putting many wildlife species, particularly larger mammals, at risk. To determine the impact of human activities on butterfly species diversity and abundance in the reserve and its surrounding areas, we conducted a study from November 2021 to October 2023. We collected butterfly data using transect walks and baited traps in two habitat types. Our study yielded 2799 butterfly Individuals ranging in 124 species divided into five families habitat, season, and anthropogenic factors are significant environmental variables influencing species diversity and abundance of butterflies. Therefore, it’s important to protect habitat and dry-season water for the conservation of invertebrates such as butterflies. Our study findings provide essential information for ecological monitoring and future assessment of the Mpanga/Kipengere Game Reserve ecosystem health.展开更多
Second language teachers are often impressed that activities and games are always enjoyed by students of different levels. When some novel and original activities and games are conducted in the classroom, students wou...Second language teachers are often impressed that activities and games are always enjoyed by students of different levels. When some novel and original activities and games are conducted in the classroom, students would participate in with great interest and enthusiasm, and often yield unexpected teaching results. Despite the usefulness and significance, its role has long been despised and marginalized. This article is intended to reexamine its role and status in language teaching and make them serve the teaching objectives the best.展开更多
With the process of globalization,English has become more and more important.For non-English-speaking countries,each of them almost has English lessons in their schools for their children.Nowadays,how to make English ...With the process of globalization,English has become more and more important.For non-English-speaking countries,each of them almost has English lessons in their schools for their children.Nowadays,how to make English lessons fun and interesting has been a focused issue for English teachers.This essay illustrates a lot of effective games and activities for English teachers to make their classes active and interesting.Also,the purpose of writing this essay is to try to explore a proper way to combine English lessons and entertainments with each other.展开更多
The optimal guidance problem for an interceptor against a ballistic missile with active defense is investigated in this paper.A class of optimal guidance schemes are proposed based on linear quadratic differential gam...The optimal guidance problem for an interceptor against a ballistic missile with active defense is investigated in this paper.A class of optimal guidance schemes are proposed based on linear quadratic differential game method and numerical solution of Riccati differential equation.By choosing proper parameters, the proposed guidance schemes are able to drive the interceptor to the target and away from the defender simultaneously.Additionally, fuel cost, control saturation,chattering phenomenon and parameters selection were taken into account.Satisfaction of the proposed guidance schemes of the saddle point condition is proven theoretically.Finally, nonlinear numerical examples are included to demonstrate the effectiveness and performance of the developed guidance approaches.Comparison of control performance between different guidance schemes are presented and analysis.展开更多
This paper is concerned with a scenario of multiple attackers trying to intercept a target with active defense.Three types of agents are considered in the guidance:The multiple attackers,the target and the defender,wh...This paper is concerned with a scenario of multiple attackers trying to intercept a target with active defense.Three types of agents are considered in the guidance:The multiple attackers,the target and the defender,where the attackers aim to pursuit the target from different directions and evade from the defender simultaneously.The guidance engagement is formulated in the framework of a zero-sum two-person differential game between the two opposing teams,such that the measurements on the maneuver of the target or estimations on the defending strategy of the defender can be absent.Cooperation of the attackers resides in two aspects:redundant interception under the threat of the defender and the relative intercept geometry with the target.The miss distances,the relative intercept angle errors and the costs of the agents are combined into a single performance index of the game.Such formulation enables a unitary approach to the design of guidance laws for the agents.To minimize the control efforts and miss distances for the attackers,an optimization method is proposed to find the best anticipated miss distances to the defender under the constraint that the defender is endowed with a capture radius.Numerical simulations with two cases are conducted to illustrate the effectiveness of the proposed cooperative guidance law.展开更多
Nowadays, security defence of network uses the game theory, which mostly applies complete information game model or even the static game model. To get closer to the actual network and defend actively, we propose a net...Nowadays, security defence of network uses the game theory, which mostly applies complete information game model or even the static game model. To get closer to the actual network and defend actively, we propose a network attack-defence game model by using signalling game, which is modelled in the way of dynamic and incomplete information. We improve the traditional attack-defence strategies quantization method to meet the needs of the network signalling game model. Moreover, we give the calculation of the game equilibrium and analyse the optimal defence scheme. Finally, we analyse and verify effectiveness of the model and method through a simulation experiment.展开更多
It is generally expected that the Rio de Janeiro 2016 Olympic and Paralympic Games will bring health and social benefits to their host city and to Brazil. This assumption comes from “common sense”, as a logical conc...It is generally expected that the Rio de Janeiro 2016 Olympic and Paralympic Games will bring health and social benefits to their host city and to Brazil. This assumption comes from “common sense”, as a logical conclusion arising from the fact that host cities “inspire” and stimulate lifestyle changes. Benefits are also expected on tourism, self-image, architecture and the economy of the country as a whole. But are these expectations real and evidence-based? What parts of these “facts” are concrete and which ones are not? This paper suggests available ways of quantifying positive effects of hosting an Olympic Game, and puts the focus of this approach on the Rio de Janeiro 2016 Olympic Games and their true legacy, seeking scientific certainties.展开更多
The present study was built upon a previous study on the new generation video game, exergame, in elementary school physical education (PE). The purpose of the study was to examine the effect of exergames on elementa...The present study was built upon a previous study on the new generation video game, exergame, in elementary school physical education (PE). The purpose of the study was to examine the effect of exergames on elementary children's in-class physical activity (PA) intensity levels and perceived situational interest over time. The results indicated that students' situational interest dropped dramatically over two semesters, but their PA intensity increased over time. The results showed that boys and girls were equally active in the exergaming lessons, but boys perceived their gaming experiences more enjoyable than girls did. The findings suggest that exergames may be a possible means to enhance PA in PE. However, whether exergaming is a sustainable way to motivate children in PA is questionable.展开更多
Physical inactivity has been identified as one of the leading causes of many chronic diseases such as cardiovascular disease,type 2 diabetes,and obesity.Technology such as video games plays a complicated role in physi...Physical inactivity has been identified as one of the leading causes of many chronic diseases such as cardiovascular disease,type 2 diabetes,and obesity.Technology such as video games plays a complicated role in physical inactivity—much like a double-edged sword.Traditionally,video games have contributed to the epidemic of physical inactivity and have展开更多
Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might inc...Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might increase immersion,game engagement,and moderate-to-vigorous PA(MVPA),thereby yielding greater exercise-related benefits,e.g.,cognitive performance.Methods:We examined the induction of MVPA via an AVR and a sedentary VR(SVR)as well as the effects of VR play on cognitive performance,which was monitored using 2 different methods.Each of 29 sedentary college students attended three 20-min laboratory sessions(AVR,SVR,or control)in a randomized order;during the control session,they sat quietly doing nothing.A fully immersive headset was used for the 2 video game sessions.We monitored and computed participants’PA using hip-wom accelerometers(wGT3 x-bt;ActiGraph,Pensacola,FL,USA)and a heart rate band(Polar H7;Polar,Kempele,Finland).After each session,the participants completed a mnemonic similarity test(MST)to measure recognition memory.They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire.Results:The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method.AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion,challenge,and positive affect than did SVR.The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session.Conclusion:AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR.展开更多
In the realm of aerial warfare,the protection of Unmanned Aerial Vehicles(UAVs) against adversarial threats is crucial.In order to balance the impact of response delays and the demand for onboard applications,this pap...In the realm of aerial warfare,the protection of Unmanned Aerial Vehicles(UAVs) against adversarial threats is crucial.In order to balance the impact of response delays and the demand for onboard applications,this paper derives three analytical game strategies for the active defense of UAVs from differential game theory,accommodating the first-order dynamic delays.The targeted UAV executes evasive maneuvers and launches a defending missile to intercept the attacking missile,which constitutes a UAVMissile-Defender(UMD) three-body game problem.We explore two distinct operational paradigms:the first involves the UAV and the defender working collaboratively to intercept the incoming threat,while the second prioritizes UAV self-preservation,with independent maneuvering away from potentially sacrificial engagements.Starting with model linearization and order reduction,the Collaborative Interception Strategy(CIS) is first derived via a linear quadratic differential game formulation.Building upon CIS,we further explore two distinct strategies:the Informed Defender Interception Strategy(IDIS),which utilizes UAV maneuvering information,and the Unassisted Defender Interception Strategy(UDIS),which does not rely on UAV maneuvering information.Additionally,we investigate the conditions for the existence of saddle point solutions and their relationship with vehicle maneuverability and response agility.The simulations demonstrate the effectiveness and advantages of the proposed strategies.展开更多
Due to the simple structure, single form and diversified operation of the low-structure materials, the low-structure materials can be modified, combined and operated according to children's thinking ideas and thei...Due to the simple structure, single form and diversified operation of the low-structure materials, the low-structure materials can be modified, combined and operated according to children's thinking ideas and their own wishes, and the creativity of the children is greatly satisfied. However, many people think that waste materials are low-structure materials. Through a period of research and practice, I found that those low-structure materials that are easy to consume, easy to damage and small are not suitable for outdoor activities. Therefore, according to the characteristics of the secondary school classes, I adjusted the idea of material placement in time when carrying out low-structure activities, carefully observed the children's activities, reflected in time, adjusted the educational behavior and relevant areas, and sorted out the types of low-structure materials suitable for children's independent outdoor games.展开更多
Edutainment,in the kindergarten education stage,emphasizes the game as the basic activity and combines the content of education with the form of the game,thus it also forms the educational method of gamification teach...Edutainment,in the kindergarten education stage,emphasizes the game as the basic activity and combines the content of education with the form of the game,thus it also forms the educational method of gamification teaching.Through investigation and analysis,it is found that the current kindergarten game activity design has the problem of improper combination of educational content and game form.The current kindergarten game activity design has problems such as stereotypes,children’s lack of active learning opportunities in activities,teachers’insufficient theoretical understanding,inappropriate teacher guidance methods,and so on.Embodied cognition theory attaches importance to the important role of the body in the development of cognition,provides new guidance for classroom teaching,and opens up a new path for classroom teaching reform.Based on the perspective of embodied cognition theory,the concept of body and mind integration should be adhered to in kindergarten teaching with games as the basic activity,experiential teaching situation should be created,children’s subjective experience should be respected,and games and interactions should be designed to promote children’s physical and mental participation,thus laying a foundation for the realization of children’s individual freedom,autonomy,and all-round development.Therefore,this paper aims at the existing problems in the current kindergarten gamification teaching and discusses the design strategy of children’s game activities based on embodied cognition theory.展开更多
Objectives:People living with myalgic encephalomyelitis/chronic fatigue syndrome(ME/CFS)may face unique barriers to physical activity.Active video games may overcome these barriers and increase physical activity.The p...Objectives:People living with myalgic encephalomyelitis/chronic fatigue syndrome(ME/CFS)may face unique barriers to physical activity.Active video games may overcome these barriers and increase physical activity.The primary aim of this pilot study was to determine the feasibility and acceptability of active video games to increase physical activity levels of people with ME/CFS.Methods:A mixed method design was employed.Adults living with ME/CFS were randomised to a six-month intervention of(1)pacing,(2)pacing and conventional physical activity,or(3)pacing and active video gaming.Feasibility and acceptability were determined through semi-structured interviews.Health-related outcomes(e.g.,physical activity,blood samples,quality of life,and functioning)were also collected.Results:Fifteen people were assigned an intervention group with 12 completing.Three themes were identified from post-intervention interviews(1)positivity led to overall acceptability,(2)flexibility enabled participant autonomy,and(3)knowledge was gained about the self.No changes were seen in physical activity levels.An active video gaming intervention is acceptable but not feasible for people living with ME/CFS.Conclusions:Taken together,results suggest that physical activity can be managed safely by some people living with ME/CFS.Trial registration ACTRN12616000285459.展开更多
Background: Few school settings offer opportunities for preschool children to engage in structured physical activity, and only a few studies have been conducted examining exergaming's effectiveness on health outco...Background: Few school settings offer opportunities for preschool children to engage in structured physical activity, and only a few studies have been conducted examining exergaming's effectiveness on health outcomes in this age group. This study's purpose, therefore, was to examine a school-based exergaming intervention's effect on preschool children's perceived competence(PC), motor skill competence(MSC), and physical activity versus usual care(recess), as well as to examine gender differences for these outcomes.Methods: A total of 65 preschool children from 2 underserved urban schools were assigned to 1 of 2 conditions, with the school as the experimental unit:(1) usual care recess group(8 weeks of 100 min of recess/week(5 days £ 20 min)) and(2) exergaming intervention group(8 weeks of100 min of exergaming/week(5 days £ 20 min) at school). All children underwent identical assessments of PC, MSC, and moderate-to-vigorous physical activity(MVPA) at baseline and at the end of the 8 th week.Results: A significant Group £ Time effect was observed for MVPA, F(1, 52) = 4.37, p = 0.04, h2 p= 0.04, but not for PC, F(1, 52) = 0.83, p = 0.37,h2 p= 0.02, or MSC, F(1, 52) = 0.02, p = 0.88, h2 p= 0.00. Specifically, the intervention children displayed significantly greater increased MVPA after8 weeks than the comparison children. Additionally, there was a significant time effect for MSC, F(1, 52) = 15.61, p < 0.01, h2 p= 0.23, and gender effect for MVPA, F(1, 52) = 5.06, p = 0.02, h2 p= 0.09. Although all preschoolers' MSC improved across time, boys demonstrated greater MVPA than girls at both time points.Conclusion: Exergaming showed a positive effect in promoting preschool children's MVPA at school and has the potential to enhance PC and MSC. More research with larger sample sizes and longer study durations are warranted.展开更多
Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA f...Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA from one context to another, exergames(i.e., video games that require gross motor activity) may act as a gateway to promote overall PA outside game play. The purpose of this study was to examine potential transfer effects(i.e., influences on external behaviors and psychological constructs) of a 12-week exergaming intervention on adolescent girls' PA, screen time,and self-efficacy toward PA, as well as the intrinsic motivation of exergaming.Methods: Participants were 37 girls aged 14–18 years(65% African American, 35% white) who were overweight or obese(body mass index ≥ 85 th percentile) and were recruited from the community via school, physicians, news media, and social media websites. Adolescents were randomly assigned to a 12-week group exergaming intervention(thirty-six 60 min sessions of group-based dance exergaming in a research laboratory using Kinect for Xbox360(Microsoft Corporation, Redmond, WA, USA)) or to a no-treatment control group. Outcome variables included objectively measured PA(total) and self-reported leisure-time PA(discretionary time only) 1 week before vs. 1 week after the intervention; selected type and intensity of PA when placed in a gym setting for 30 min("cardio free choice"); screen time; self-efficacy toward PA; and intrinsic motivation toward exergaming.Results: Attendance at the exergaming sessions was high(80%). Compared with the control group, the intervention group self-reported an increase in PA(p = 0.035) and fewer hours watching television or videos(p = 0.01) after the intervention, but there were no significant differences in sedentary, light, moderate, or vigorous PA measured by accelerometry. The intervention group significantly improved self-efficacy toward PA(p = 0.028). The intervention group highly rated intrinsic motivation toward exergaming.Conclusion: Exergaming for 12 weeks was associated with positive impacts on adolescent girls' self-reported PA, television viewing, self-efficacy,and intrinsic motivation. Future research is warranted to leverage exergames as an enjoyable, motivating, and effective PA tool.展开更多
基金Supported by the Basic Science Research Program through the National Research Foundation of Korea Funded by the Ministry of Education,No.NRF-RS-2023-00237287。
文摘BACKGROUND Excessive video game use,recognized as internet gaming disorder in Diagnostic and Statistical Manual of Mental Disorders,Fifth Edition and Gaming Disorder in International Classification of Diseases,11th Revision,has raised concerns regarding its effects on individuals’social well-being.AIM To analyze the association between internet gaming disorder and social interaction across Western and Asian populations.METHODS The review examined 14 observational studies published between 2000 and 2025.It assessed the frequency and quality of face-to-face interactions,the shift towards online socialization,and the methodological quality of the included studies.RESULTS The findings generally indicate that gaming addiction is associated with a decrease in the frequency of offline social interaction.Addicted gamers reported spending less time with family and friends and experiencing increased isolation.Furthermore,the quality of social relationships appeared poorer,with addicted gamers reporting higher levels of loneliness,lower social support,and decreased relationship satisfaction.While online social interactions increased,they did not fully compensate for the loss of real-world connections.CONCLUSION This review highlights the potential of gaming addiction to negatively impact overall social lives,emphasizing the necessity for interventions focused on promoting real-world social engagement.
文摘Maintaining natural habitats is crucial for the preservation of insects and other species that indicate environmental changes. However, the Mpanga/Kipengere Game Reserve and its surrounding farmlands are facing disturbance due to human activities, which is putting many wildlife species, particularly larger mammals, at risk. To determine the impact of human activities on butterfly species diversity and abundance in the reserve and its surrounding areas, we conducted a study from November 2021 to October 2023. We collected butterfly data using transect walks and baited traps in two habitat types. Our study yielded 2799 butterfly Individuals ranging in 124 species divided into five families habitat, season, and anthropogenic factors are significant environmental variables influencing species diversity and abundance of butterflies. Therefore, it’s important to protect habitat and dry-season water for the conservation of invertebrates such as butterflies. Our study findings provide essential information for ecological monitoring and future assessment of the Mpanga/Kipengere Game Reserve ecosystem health.
文摘Second language teachers are often impressed that activities and games are always enjoyed by students of different levels. When some novel and original activities and games are conducted in the classroom, students would participate in with great interest and enthusiasm, and often yield unexpected teaching results. Despite the usefulness and significance, its role has long been despised and marginalized. This article is intended to reexamine its role and status in language teaching and make them serve the teaching objectives the best.
文摘With the process of globalization,English has become more and more important.For non-English-speaking countries,each of them almost has English lessons in their schools for their children.Nowadays,how to make English lessons fun and interesting has been a focused issue for English teachers.This essay illustrates a lot of effective games and activities for English teachers to make their classes active and interesting.Also,the purpose of writing this essay is to try to explore a proper way to combine English lessons and entertainments with each other.
文摘The optimal guidance problem for an interceptor against a ballistic missile with active defense is investigated in this paper.A class of optimal guidance schemes are proposed based on linear quadratic differential game method and numerical solution of Riccati differential equation.By choosing proper parameters, the proposed guidance schemes are able to drive the interceptor to the target and away from the defender simultaneously.Additionally, fuel cost, control saturation,chattering phenomenon and parameters selection were taken into account.Satisfaction of the proposed guidance schemes of the saddle point condition is proven theoretically.Finally, nonlinear numerical examples are included to demonstrate the effectiveness and performance of the developed guidance approaches.Comparison of control performance between different guidance schemes are presented and analysis.
基金supported by the Science and Technology Innovation 2030-Key Project of “New Generation Artificial Intelligence”,China(No.2020AAA0108200)the National Natural Science Foundation of China(Nos.61873011,61922008,61973013 and 61803014)+3 种基金the Defense Industrial Technology Development Program,China(No.JCKY2019601C106)the Innovation Zone Project,China(No.18-163-00-TS-001-00134)the Foundation Strengthening Program Technology Field Fund,China(No.2019-JCJQ-JJ-243)the Fund from Key Laboratory of Dependable Service Computing in Cyber Physical Society,China(No.CPSDSC202001)。
文摘This paper is concerned with a scenario of multiple attackers trying to intercept a target with active defense.Three types of agents are considered in the guidance:The multiple attackers,the target and the defender,where the attackers aim to pursuit the target from different directions and evade from the defender simultaneously.The guidance engagement is formulated in the framework of a zero-sum two-person differential game between the two opposing teams,such that the measurements on the maneuver of the target or estimations on the defending strategy of the defender can be absent.Cooperation of the attackers resides in two aspects:redundant interception under the threat of the defender and the relative intercept geometry with the target.The miss distances,the relative intercept angle errors and the costs of the agents are combined into a single performance index of the game.Such formulation enables a unitary approach to the design of guidance laws for the agents.To minimize the control efforts and miss distances for the attackers,an optimization method is proposed to find the best anticipated miss distances to the defender under the constraint that the defender is endowed with a capture radius.Numerical simulations with two cases are conducted to illustrate the effectiveness of the proposed cooperative guidance law.
基金supported by the National Natural Science Foundation of China under Grant No. 61303074 and No. 61309013the Henan Province Science and Technology Project Funds under Grant No. 12210231002
文摘Nowadays, security defence of network uses the game theory, which mostly applies complete information game model or even the static game model. To get closer to the actual network and defend actively, we propose a network attack-defence game model by using signalling game, which is modelled in the way of dynamic and incomplete information. We improve the traditional attack-defence strategies quantization method to meet the needs of the network signalling game model. Moreover, we give the calculation of the game equilibrium and analyse the optimal defence scheme. Finally, we analyse and verify effectiveness of the model and method through a simulation experiment.
文摘It is generally expected that the Rio de Janeiro 2016 Olympic and Paralympic Games will bring health and social benefits to their host city and to Brazil. This assumption comes from “common sense”, as a logical conclusion arising from the fact that host cities “inspire” and stimulate lifestyle changes. Benefits are also expected on tourism, self-image, architecture and the economy of the country as a whole. But are these expectations real and evidence-based? What parts of these “facts” are concrete and which ones are not? This paper suggests available ways of quantifying positive effects of hosting an Olympic Game, and puts the focus of this approach on the Rio de Janeiro 2016 Olympic Games and their true legacy, seeking scientific certainties.
文摘The present study was built upon a previous study on the new generation video game, exergame, in elementary school physical education (PE). The purpose of the study was to examine the effect of exergames on elementary children's in-class physical activity (PA) intensity levels and perceived situational interest over time. The results indicated that students' situational interest dropped dramatically over two semesters, but their PA intensity increased over time. The results showed that boys and girls were equally active in the exergaming lessons, but boys perceived their gaming experiences more enjoyable than girls did. The findings suggest that exergames may be a possible means to enhance PA in PE. However, whether exergaming is a sustainable way to motivate children in PA is questionable.
文摘Physical inactivity has been identified as one of the leading causes of many chronic diseases such as cardiovascular disease,type 2 diabetes,and obesity.Technology such as video games plays a complicated role in physical inactivity—much like a double-edged sword.Traditionally,video games have contributed to the epidemic of physical inactivity and have
基金supported in part by a grant from the National Institute of Diabetes and Digestive and Kidney Diseases(R01DK109316,principle investigator:ASL)by the College of Arts,Media,and Design,Bouve College of Health Sciences at Northeastern University,Boston,MA,USA。
文摘Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might increase immersion,game engagement,and moderate-to-vigorous PA(MVPA),thereby yielding greater exercise-related benefits,e.g.,cognitive performance.Methods:We examined the induction of MVPA via an AVR and a sedentary VR(SVR)as well as the effects of VR play on cognitive performance,which was monitored using 2 different methods.Each of 29 sedentary college students attended three 20-min laboratory sessions(AVR,SVR,or control)in a randomized order;during the control session,they sat quietly doing nothing.A fully immersive headset was used for the 2 video game sessions.We monitored and computed participants’PA using hip-wom accelerometers(wGT3 x-bt;ActiGraph,Pensacola,FL,USA)and a heart rate band(Polar H7;Polar,Kempele,Finland).After each session,the participants completed a mnemonic similarity test(MST)to measure recognition memory.They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire.Results:The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method.AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion,challenge,and positive affect than did SVR.The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session.Conclusion:AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR.
基金supported by the China Postdoctoral Science Foundation (Grant No.2021M700321)the Fundamental Research Funds for the Central Universities (Grant No.YWF-23-Q1041)。
文摘In the realm of aerial warfare,the protection of Unmanned Aerial Vehicles(UAVs) against adversarial threats is crucial.In order to balance the impact of response delays and the demand for onboard applications,this paper derives three analytical game strategies for the active defense of UAVs from differential game theory,accommodating the first-order dynamic delays.The targeted UAV executes evasive maneuvers and launches a defending missile to intercept the attacking missile,which constitutes a UAVMissile-Defender(UMD) three-body game problem.We explore two distinct operational paradigms:the first involves the UAV and the defender working collaboratively to intercept the incoming threat,while the second prioritizes UAV self-preservation,with independent maneuvering away from potentially sacrificial engagements.Starting with model linearization and order reduction,the Collaborative Interception Strategy(CIS) is first derived via a linear quadratic differential game formulation.Building upon CIS,we further explore two distinct strategies:the Informed Defender Interception Strategy(IDIS),which utilizes UAV maneuvering information,and the Unassisted Defender Interception Strategy(UDIS),which does not rely on UAV maneuvering information.Additionally,we investigate the conditions for the existence of saddle point solutions and their relationship with vehicle maneuverability and response agility.The simulations demonstrate the effectiveness and advantages of the proposed strategies.
文摘Due to the simple structure, single form and diversified operation of the low-structure materials, the low-structure materials can be modified, combined and operated according to children's thinking ideas and their own wishes, and the creativity of the children is greatly satisfied. However, many people think that waste materials are low-structure materials. Through a period of research and practice, I found that those low-structure materials that are easy to consume, easy to damage and small are not suitable for outdoor activities. Therefore, according to the characteristics of the secondary school classes, I adjusted the idea of material placement in time when carrying out low-structure activities, carefully observed the children's activities, reflected in time, adjusted the educational behavior and relevant areas, and sorted out the types of low-structure materials suitable for children's independent outdoor games.
文摘Edutainment,in the kindergarten education stage,emphasizes the game as the basic activity and combines the content of education with the form of the game,thus it also forms the educational method of gamification teaching.Through investigation and analysis,it is found that the current kindergarten game activity design has the problem of improper combination of educational content and game form.The current kindergarten game activity design has problems such as stereotypes,children’s lack of active learning opportunities in activities,teachers’insufficient theoretical understanding,inappropriate teacher guidance methods,and so on.Embodied cognition theory attaches importance to the important role of the body in the development of cognition,provides new guidance for classroom teaching,and opens up a new path for classroom teaching reform.Based on the perspective of embodied cognition theory,the concept of body and mind integration should be adhered to in kindergarten teaching with games as the basic activity,experiential teaching situation should be created,children’s subjective experience should be respected,and games and interactions should be designed to promote children’s physical and mental participation,thus laying a foundation for the realization of children’s individual freedom,autonomy,and all-round development.Therefore,this paper aims at the existing problems in the current kindergarten gamification teaching and discusses the design strategy of children’s game activities based on embodied cognition theory.
基金funded by the Mason Foundation National Medical Program(MAS2015F053).
文摘Objectives:People living with myalgic encephalomyelitis/chronic fatigue syndrome(ME/CFS)may face unique barriers to physical activity.Active video games may overcome these barriers and increase physical activity.The primary aim of this pilot study was to determine the feasibility and acceptability of active video games to increase physical activity levels of people with ME/CFS.Methods:A mixed method design was employed.Adults living with ME/CFS were randomised to a six-month intervention of(1)pacing,(2)pacing and conventional physical activity,or(3)pacing and active video gaming.Feasibility and acceptability were determined through semi-structured interviews.Health-related outcomes(e.g.,physical activity,blood samples,quality of life,and functioning)were also collected.Results:Fifteen people were assigned an intervention group with 12 completing.Three themes were identified from post-intervention interviews(1)positivity led to overall acceptability,(2)flexibility enabled participant autonomy,and(3)knowledge was gained about the self.No changes were seen in physical activity levels.An active video gaming intervention is acceptable but not feasible for people living with ME/CFS.Conclusions:Taken together,results suggest that physical activity can be managed safely by some people living with ME/CFS.Trial registration ACTRN12616000285459.
基金funded by a grant from the National Institutes of Health (No. 1R56HL130078-01)
文摘Background: Few school settings offer opportunities for preschool children to engage in structured physical activity, and only a few studies have been conducted examining exergaming's effectiveness on health outcomes in this age group. This study's purpose, therefore, was to examine a school-based exergaming intervention's effect on preschool children's perceived competence(PC), motor skill competence(MSC), and physical activity versus usual care(recess), as well as to examine gender differences for these outcomes.Methods: A total of 65 preschool children from 2 underserved urban schools were assigned to 1 of 2 conditions, with the school as the experimental unit:(1) usual care recess group(8 weeks of 100 min of recess/week(5 days £ 20 min)) and(2) exergaming intervention group(8 weeks of100 min of exergaming/week(5 days £ 20 min) at school). All children underwent identical assessments of PC, MSC, and moderate-to-vigorous physical activity(MVPA) at baseline and at the end of the 8 th week.Results: A significant Group £ Time effect was observed for MVPA, F(1, 52) = 4.37, p = 0.04, h2 p= 0.04, but not for PC, F(1, 52) = 0.83, p = 0.37,h2 p= 0.02, or MSC, F(1, 52) = 0.02, p = 0.88, h2 p= 0.00. Specifically, the intervention children displayed significantly greater increased MVPA after8 weeks than the comparison children. Additionally, there was a significant time effect for MSC, F(1, 52) = 15.61, p < 0.01, h2 p= 0.23, and gender effect for MVPA, F(1, 52) = 5.06, p = 0.02, h2 p= 0.09. Although all preschoolers' MSC improved across time, boys demonstrated greater MVPA than girls at both time points.Conclusion: Exergaming showed a positive effect in promoting preschool children's MVPA at school and has the potential to enhance PC and MSC. More research with larger sample sizes and longer study durations are warranted.
基金AES and PTK are supported,in part,by the U54 GM104940 grant from the National Institute of General Medical Sciences of the US National Institutes of Health,which funds the Louisiana Clinical&Translational Science CenterPTK is supported,in part,by the Marie Edana Corcoran Endowed Chair in Pediatric Obesity and Diabetespartially supported by Nutrition Obesity Research Center Grant#P30DK072476 entitled“Nutritional Programming:Environmental and Molecular Interactions”
文摘Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA from one context to another, exergames(i.e., video games that require gross motor activity) may act as a gateway to promote overall PA outside game play. The purpose of this study was to examine potential transfer effects(i.e., influences on external behaviors and psychological constructs) of a 12-week exergaming intervention on adolescent girls' PA, screen time,and self-efficacy toward PA, as well as the intrinsic motivation of exergaming.Methods: Participants were 37 girls aged 14–18 years(65% African American, 35% white) who were overweight or obese(body mass index ≥ 85 th percentile) and were recruited from the community via school, physicians, news media, and social media websites. Adolescents were randomly assigned to a 12-week group exergaming intervention(thirty-six 60 min sessions of group-based dance exergaming in a research laboratory using Kinect for Xbox360(Microsoft Corporation, Redmond, WA, USA)) or to a no-treatment control group. Outcome variables included objectively measured PA(total) and self-reported leisure-time PA(discretionary time only) 1 week before vs. 1 week after the intervention; selected type and intensity of PA when placed in a gym setting for 30 min("cardio free choice"); screen time; self-efficacy toward PA; and intrinsic motivation toward exergaming.Results: Attendance at the exergaming sessions was high(80%). Compared with the control group, the intervention group self-reported an increase in PA(p = 0.035) and fewer hours watching television or videos(p = 0.01) after the intervention, but there were no significant differences in sedentary, light, moderate, or vigorous PA measured by accelerometry. The intervention group significantly improved self-efficacy toward PA(p = 0.028). The intervention group highly rated intrinsic motivation toward exergaming.Conclusion: Exergaming for 12 weeks was associated with positive impacts on adolescent girls' self-reported PA, television viewing, self-efficacy,and intrinsic motivation. Future research is warranted to leverage exergames as an enjoyable, motivating, and effective PA tool.