Search results for "Video"

showing 10 items of 1348 documents

Robust Neural Machine Translation: Modeling Orthographic and Interpunctual Variation

2020

Neural machine translation systems typically are trained on curated corpora and break when faced with non-standard orthography or punctuation. Resilience to spelling mistakes and typos, however, is crucial as machine translation systems are used to translate texts of informal origins, such as chat conversations, social media posts and web pages. We propose a simple generative noise model to generate adversarial examples of ten different types. We use these to augment machine translation systems’ training data and show that, when tested on noisy data, systems trained using adversarial examples perform almost as well as when translating clean data, while baseline systems’ performance drops by…

Machine translationComputer sciencebusiness.industrycomputer.software_genreTranslation (geometry)Consistency (database systems)Robustness (computer science)Web pageNoise (video)Artificial intelligencebusinesscomputerSentenceOrthographyNatural language processing
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Musiikkivideon merkityksistä : Madonnan Bedtime Story -videon analyysi

1999

Madonnamerkityksetmusiikkivideo
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Tangibot: A collaborative multiplayer game for pediatric patients

2019

[EN] Background Previous research has studied the effects of games in pediatric wards, but none of it has focused on the impact of the hospital¿s school staff on the psychosocial state of the children nor on the gameplay itself. Objectives To present the Tangibot application and evaluate its impact on the children¿s psychosocial state in the short term and the impact of the teacher on their psychosocial state, communications and coordination during the activity. Methods A study was conducted in a hospital classroom with 20 participants, who participated twice in the game: one with the teacher playing along and another without her. An observational scale was used by two evaluators in order t…

Male020205 medical informaticsmedia_common.quotation_subjecteducationApplied psychologyHealth Informatics02 engineering and technologyUser-Computer Interface03 medical and health sciencesChildren hospitalization0302 clinical medicineGame TheoryAffection0202 electrical engineering electronic engineering information engineeringmedicineHumansTime management030212 general & internal medicineMultiplayer gameCooperative BehaviorChildmedia_commonPediatric socializationCommunicationTeachingRehabilitationSocializationSocializationBoredomGamificationHospitalizationVideo GamesFeelingChild PreschoolFemaleObservational studymedicine.symptomPsychologyLENGUAJES Y SISTEMAS INFORMATICOSPsychosocialInternational Journal of Medical Informatics
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Cognitive and motor effects of Kinect‐based games training in people with and without Parkinson disease: A preliminary study

2019

Objective Purpose of this study is to evaluate the effects of training with six commercial Xbox KinectTM games on cognitive and motor aspects in Parkinson's disease (PD) patients and to compare the effects with a group of paired healthy subjects. Methods This study was a quasi-experimental, controlled trial. Eight individuals with PD (mean age 68.9 ± 7.9) and eight older adults without PD, matched by age (mean age 67.6 ± 7.3) were enrolled in the study. Ten sessions of six Xbox 360 KinectTM commercial games were performed for 5 weeks. Subjects were evaluated before and 7 and 30 days after intervention. They were assessed using Montreal Cognitive Assessment, Frontal Assessment Battery (FAB),…

Male030506 rehabilitationmedicine.medical_specialtymedicine.medical_treatmentcognition Parkinson's disease rehabilitation video gamesPhysical Therapy Sports Therapy and RehabilitationTimed Up and Go testlaw.invention03 medical and health sciencesCognition0302 clinical medicinePhysical medicine and rehabilitationRandomized controlled triallawRating scalemedicineHumansGaitPostural BalanceGait Disorders NeurologicAgedRehabilitationbusiness.industryMontreal Cognitive AssessmentParkinson DiseaseCognitionMiddle AgedExecutive functionsGaitVideo GamesTime and Motion StudiesFemale0305 other medical sciencebusiness030217 neurology & neurosurgeryPhysiotherapy Research International
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Escapism and Excessive Online Behaviors: A Three-Wave Longitudinal Study in Finland during the COVID-19 Pandemic.

2022

Excessive online behaviors refer to harmful or disproportionate use of digital network applications. Such behaviors are likely to be associated with escapist motives. Our aim was to analyze whether escapism predicts excessive gambling, excessive gaming, and excessive internet use over time. A longitudinal sample of Finnish residents aged 18–75 years (n = 1022, 51.27% male) was surveyed at three time points during the COVID-19 pandemic in 6-month intervals: April 2021 (Time 1), October–November 2021 (Time 2), and April–May 2022 (Time 3). Of the original Time 1 respondents, 66.80% took part in the surveys at both Time 2 and Time 3. All surveys included measures for excessive gambling (Problem…

Male515 PsychologyHealth Toxicology and Mutagenesisescapism; addiction; excessive behaviors; internet use; gambling; gamingescapisminternet usepelihimoriippuvuusrahapelitHumansLongitudinal StudiesgamingPandemicsFinlandexcessive behaviorsInternetPublic Health Environmental and Occupational HealthCOVID-193142 Public health care science environmental and occupational healthgamblingBehavior AddictiveVideo Games5141 SociologyFemaleaddictionverkkopeliteskapismiInternational journal of environmental research and public health
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Acute Effects of Aerobic Exercise and Active Videogames on Cognitive Flexibility, Reaction Time, and Perceived Exertion in Older Adults

2019

Abstract Objective: The aim of this study was to analyze the acute effects of aerobic exercise (AE), active videogames (AVG), and AE+AVG on cognitive flexibility, choice reaction time (CRT), and po...

MaleAcute effects030506 rehabilitationmedicine.medical_specialtyHealth (social science)Physical ExertionPerceived exertionCognitive health03 medical and health sciencesCognition0302 clinical medicineReaction TimemedicineHumansAerobic exercise030212 general & internal medicineExerciseAgedChoice reaction timebusiness.industryRehabilitationPublic Health Environmental and Occupational HealthCognitive flexibilityMiddle AgedMental healthComputer Science ApplicationsVideo GamesPhysical therapyFemaleDisease prevention0305 other medical sciencebusinessGames for Health Journal
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A VR-based serious game for studying emotional regulation in adolescents

2015

[EN] We all use more or less adapted strategies to confront adverse emotional situations in our lives without being psychologically affected. Emotional Regulation (ER) strategies that we use determine the way in which we feel, express and behave. Moreover, ER strategies are particularly important in adolescents, a population in the age when the deficits of ER strategies can be linked to the appearance of numerous mental health disorders such as depression or anxiety, or disruptive behaviors. Thus, the early detection of dysfunctional ER strategies and the training in adaptive ER strategies will help us to prevent the future occurrence of possible behavioral and psychosocial disorders. In th…

MaleAdolescentPsychometricsEXPRESION GRAFICA EN LA INGENIERIAPsychometricsComputer scienceEmotionsPsychology AdolescentPopulationDysfunctional familycomputer.software_genreDevelopmental psychologyElectrocardiographyUser-Computer InterfaceHeart RateSurveys and QuestionnairesmedicineHumansChildeducationMonitoring Physiologiceducation.field_of_studyMultimediaECGSerious GamesVirtual RealityEmotional regulationUnity3DComputer Graphics and Computer-Aided DesignMental healthEmotional RegulationVideo GamesAnxietyFemalemedicine.symptomPsychosocialGame theorycomputerSoftware
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Psychometric properties of the Internet Gaming Disorder Test (IGDT-10) and problematic gaming behavior among Finnish vocational school students.

2019

This study was conducted to investigate the psychometric properties of the Finnish version of the Internet Gaming Disorder Test (IGDT-10), identify the proportion displaying problematic gaming behavior (PGB) among Finnish vocational school students, and characterize the relationships between sociodemographic factors and gaming characteristics predicting PGB in this population. This cross-sectional study involving 773 students (mean age 17.5 years). Socio-demographic and gaming behavior characteristics were established using a web-based survey. A confirmatory factor analysis (CFA) showed that the IGDT-10 test has appropriate psychometric properties. The proportion of students exhibiting PGB …

MaleAdolescentPsychometricsPopulationdigital games050109 social psychology050105 experimental psychologygaming disorderYoung AdultArts and Humanities (miscellaneous)riippuvuusDevelopmental and Educational PsychologyHumans0501 psychology and cognitive sciencespsychometric testingeducationStudentsGeneral Psychologyta515Finlandeducation.field_of_studyInternetSchoolsbusiness.industry05 social sciencesVocational schoolRegression analysisGeneral Medicineproblematic gamingPreferenceConfirmatory factor analysisTest (assessment)psykometriikkaBehavior AddictiveCross-Sectional StudiesVideo GamesAdolescent BehaviorPersonal computerammattikoululaisetThe InternetFemalePsychologybusinesshuman activitiesverkkopelitdigitaaliset pelitClinical psychologyScandinavian journal of psychology
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Insights Into Aspects Behind Internet-Related Disorders in Adolescents: The Interplay of Personality and Symptoms of Adjustment Disorders

2017

Abstract Purpose Problematic Internet use (PIU) that has recently been referred to as Internet-related disorder is a growing health concern. Yet, it is unclear why some adolescents are developing problematic use, whereas others sustain control. Based on previous research, we hypothesize that personality traits (low conscientiousness and high neuroticism) act as predispositions for PIU. We further hypothesize that PIU can be understood as a maladaptive reaction toward critical life events and that these maladaptive reactions are exacerbated by dysfunctional personality traits. Methods The study investigates the prevalence of distinct subtypes of PIU among a sample of adolescents (n = 1,489; …

MaleAdolescentmedia_common.quotation_subjectAdjustment disordersPerceived Stress ScaleDysfunctional familySocial NetworkingAdjustment Disorders03 medical and health sciencesSex Factors0302 clinical medicinePrevalencemedicineHumansPersonality030212 general & internal medicineBig Five personality traitsChildmedia_commonInternetPublic Health Environmental and Occupational HealthConscientiousnessmedicine.diseaseNeuroticism030227 psychiatryComputer gameBehavior AddictivePsychiatry and Mental healthCross-Sectional StudiesVideo GamesAdolescent BehaviorPediatrics Perinatology and Child HealthFemalePsychologyStress PsychologicalPersonalityClinical psychologyJournal of Adolescent Health
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Functional Role of α1-Adrenoceptor Subtypes in Murine Ophthalmic Arteries

2011

PURPOSE To identify the α(1)-adrenoceptor (α(1)-AR) subtypes mediating vascular adrenergic responses in murine ophthalmic arteries. METHODS Expression of mRNA was quantified for individual α(1)-AR subtypes in murine ophthalmic arteries using real-time PCR. To assess the functional relevance of α(1)-ARs for mediating vascular responses, ophthalmic arteries from mice deficient in one of the three α(1)-AR subtypes (α(1A)-AR(-/-), α(1B)-AR(-/-), and α(1D)-AR(-/-), respectively) and wild-type controls were isolated, cannulated with micropipettes, and pressurized. Changes in luminal artery diameter in response to the α(1)-AR agonist phenylephrine, the sympathetic transmitter noradrenaline, and to…

MaleAgonistmedicine.medical_specialtyVasopressinAdrenergic receptormedicine.drug_classAdrenergicVideo microscopyPolymerase Chain ReactionMiceOphthalmic ArteryReceptors Adrenergic alpha-1Internal medicinemedicineAnimalsRNA MessengerPhenylephrineChemistryMice Inbred C57BLEndocrinologymedicine.anatomical_structureGene Expression RegulationVasoconstrictionmedicine.symptomVasoconstrictionArterymedicine.drugInvestigative Opthalmology & Visual Science
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