Search results for "play"

showing 10 items of 706 documents

Video display terminal use and dry eye: preventive measures and future perspectives

2022

Background: Dry eye disease (DED) is a common cause of ocular pain and discomfort. Dry eye disease (DED) stems from a loss-of-tear film homeostasis and is frequently seen in video display terminal (VDT) users. Video display terminal (VDT) use reduces blink rates and increases incomplete blinks, leading to tear film instability and ocular inflammation, promoting DED. Purpose: To assess and evaluate the methods for preventing VDT-associated DED and ocular discomfort. Methods: Studies were found using PubMed and Embase with the search terms: (digital visual terminal* OR computer use OR screen use OR smartphone OR display OR visual display terminal* OR computer vision syndrome OR tablet OR phon…

genetic structuresCOMPUTER VISION SYNDROMEVDP::Medisinske Fag: 700::Klinisk medisinske fag: 750::Oftalmologi: 754QUALITY-OF-LIFE:Medisinske Fag: 700 [VDP]ergonomic practicesFatty Acids Omega-3tear film stabilityHumansOMEGA-3-FATTY-ACIDS TREATMENTOFFICE WORKERSInflammationMucinsOCULAR SURFACEGeneral Medicinedry eye diseaseeye diseasesvideo display terminalBLINK RATEOphthalmologySPONTANEOUS EYEBLINK ACTIVITYHIGHLY ADJUSTABLE CHAIRComputer TerminalsTearsRISK-FACTORSpreventive measuresDry Eye SyndromesFIELD INTERVENTIONVDP::Matematikk og Naturvitenskap: 400::Informasjons- og kommunikasjonsvitenskap: 420::Simulering visualisering signalbehandling bildeanalyse: 429
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When virtual and real worlds coexist: Visualization and visual system affect spatial performance in augmented reality

2021

New visualization approaches are being actively developed aiming to mitigate the effect of vergence-accommodation conflict in stereoscopic augmented reality; however, high interindividual variability in spatial performance makes it difficult to predict user gain. To address this issue, we investigated the effects of consistent and inconsistent binocular and focus cues on perceptual matching in the stereoscopic environment of augmented reality using a head-mounted display that was driven in multifocal and single focal plane modes. Participants matched the distance of a real object with images projected at three viewing distances, concordant with the display focal planes when driven in the mu…

genetic structuresComputer scienceperceptual matchingmedia_common.quotation_subjectComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONStereoscopydepth cuesArticlelaw.inventionlawPerceptionHumansComputer visionmedia_commonAugmented Realitybusiness.industryAccommodation OcularEmmetropiaSensory SystemsVisualizationOphthalmologySpatial relationhead-mounted displaybinocular and accommodative disordersCardinal pointAugmented realityArtificial intelligenceCuesFocus (optics)Depth perceptionbusinessJournal of Vision
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Fecundity determines the outcome of founding queen associations in ants

2021

AbstractAnimal cooperation evolved because of its benefits to the cooperators. Pleometrosis in ants - the cooperation of queens to found a colony - benefits colony growth, but also incurs costs for some of the cooperators because only one queen usually survives the association. While several traits are associated with queen survival, they tend to be confounded and it is unclear which factor specifically determines the outcome of pleometrosis. In this study, we used the ant Lasius niger to monitor offspring production in colonies founded by one or two queens. Then, we experimentally paired queens that differed in fecundity but not in size, and vice versa, to disentangle the effect of these f…

genetic structuresEvolutionBehavioural ecologyOffspringScienceeducationZoologyArticle590 Tiere (Zoologie)Queen (playing card)570 Life sciences590 Zoological sciencesAnimalsSocial Behaviorreproductive and urinary physiologySocial evolutionBehavior AnimalbiologyAntsReproductionLasiusQRAnimal behaviourFecunditybiology.organism_classificationFertilitybehavior and behavior mechanismsMedicineEntomology570 Biowissenschaften
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Consolidation by Game-Playing: a Gamesmanship Inquiry into Forestry Industry

2006

If one takes a flight in Finland from the country’s capital, Helsinki, for instance, north to Rovaniemi, the ‘Gateway to Lapland’, the scenery below consists typically of lakes, rivers and marshland, but most of all of forests. Wood in all its forms has been for centuries the core of the national character as well as the locomotive of business in Finland. Over the years the Finns have come to understand that the forest sector is perhaps the strongest guarantor of the Finnish economy and identity. The old saying ‘Finland earns its living from its forests’ can even be interpreted to mean ‘what is good for the forest sector is good for Finland’. Lilja, Tainio and Rasanen (1991a) encapsulated t…

geographyGame playingMarshgeography.geographical_feature_categorymedia_common.quotation_subjectForestryStandard of livingConsolidation (business)Working classPolitical scienceRevenueForest industrySophisticationmedia_common
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Changes in Drop Out Intentions: Implications of the Motivational Climate, Goal Orientations and Aspects of Self-Worth across a Youth Sport Season

2021

The main objective of this work was to study the motivational antecedents of the intention to drop out of youth sport from the postulates of the achievement goal theory (AGT), placing special emphasis on the motivational climate that coaches create in their teams. Specifically, we analyzed whether changes in the perception of the motivational climate between the beginning and the end of the season predicted changes in players’ goal orientations, whether these, in turn, predicted changes in self-esteem and contingent self-esteem, and finally, whether the latter predicted the intention to drop out. Participants in the study were 552 players (Mage = 11.23, SD = 1.14), who completed the questio…

goal orientationsEnvironmental effects of industries and plantsRenewable Energy Sustainability and the EnvironmentGeography Planning and Developmentself-worthTJ807-830Management Monitoring Policy and LawFútboldrop out intentions; self-worth; goal orientations; motivational climate; young football playersTD194-195Renewable energy sourcesEnvironmental sciencesyoung football playersmotivational climateAutoimagenAtletaPsicología del adolescentedrop out intentionsGE1-350Motivación
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Suomalaisten indie-pelistudioiden kokemuksia sovelluskauppaoptimoinnista

2017

Suomalaisten mobiilipelien menestys on ollut viime vuosina huikeaa seuratta- vaa. Suurin osa mobiilipeleistä ei kuitenkaan saavuta menestystä, ja yksi tärkeimmistä syistä tähän on se, ettei peli onnistu saavuttamaan menestyksen kannalta tarvittavaa näkyvyyttä sovelluskaupassa. Tässä tutkielmassa keskitytään sovelluskauppaoptimointiin (engl. App Store Optimization), joka tarjoaa mahdollisuuden pelin näkyvyyden parantamiseen ilman merkittävää taloudellista panostusta. Tutkielman yhteydessä tehdyllä kyselytutkimuksella selvitettiin suomalaisten indie-pelistudioiden kokemuksia sovelluskauppaoptimoinnista. Saatujen tulosten perusteella sovelluskauppaoptimointia käyttäneet pelistudiot ovat koke- …

iOSsovelluskaupatoptimointisovelluksetAndroidGoogle Playpeliteollisuussovellukset (tietotekniikka)App Storemobiilipelit
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Being Carried Away : Fink and Winnicott on the Locus of Playing

2021

Abstract The article investigates the question of the experiential location of the area of play, comparing the accounts of Eugen Fink and Donald Winnicott. It argues that while Fink builds on the phenomenological distinction between subjective phantasy and external perception, and accordingly introduces the area of play as a hybrid realm, a peculiar combination of the two, Winnicott considers the area of play as something that underlies and developmentally precedes the experiential differentiation between phantasy and external reality. While from Fink’s viewpoint Winnicott’s model neglects a central phenomenological distinction, from Winnicott’s viewpoint Fink’s account, in turn, appears ad…

immersionmielikuvitusluovuusfenomenologiahavaitseminenPsychology (miscellaneous)leikkiminenpsykoanalyysiplayperceptionreality-testingimaginationcreativity
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Effects of menu structure and touch screen scrolling style on the variability of glance durations during in-vehicle visual search tasks.

2011

The effects of alternative navigation device display features on drivers' visual sampling efficiency while searching forpoints of interest were studied in two driving simulation experiments with 40 participants. Given that the number of display items was sufficient, display features that facilitate resumption of visual search following interruptions were expected to lead to more consistent in-vehicle glance durations. As predicted, compared with a grid-style menu, searching information in a list-style menu while driving led to smaller variance in durations of in-vehicle glances, in particular with nine item displays. Kinetic touch screen scrolling induced a greater number of very short in-v…

in-vehicle information systemAdultMaleEngineeringAutomobile DrivingVisual perceptionresumabilityInformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)Poison controlPhysical Therapy Sports Therapy and RehabilitationHuman Factors and Ergonomicsinterrupted visual searchajoneuvotietojärjestelmänäyttöStyle (sociolinguistics)User-Computer InterfaceYoung AdultInformation display systemsDistractionHumansComputer visionAttentionComputer Simulationta113Visual searchStructure (mathematical logic)Analysis of Variancebusiness.industryhäiriövaikutusvisual sampling strategydisplaykeskeytetty visuaalinen hakuScrollingData DisplayGeographic Information SystemsFemaleArtificial intelligencebusinesstiedon poimintastrategiadistractionErgonomics
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Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation

2023

Educational functions of digital games are often seen only in the light of the serious and purposeful activities that aim for learning outcomes, in contrast with noneducational games that are designed for entertainment. The focus of this paper is in studying players’ learning outcomes from playing non-educational games, and how these relate to wellbeing outcomes of playing, and gaming motivation. The data for this study was collected via a survey (N = 1,202) in the United Kingdom and the United States. The survey respondents answered the question regarding what players perceive they have learnt by playing digital games. A generic datadriven qualitative content analysis of the responses to t…

informal learninggameplay motivationnon-educational gamespelitpelaaminenself-determinationwellbeing outcomesoppimistuloksettietokonepelitdigitaaliset pelitinformaali oppiminen
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Player perceptions of informal learning in non-educational games

2022

The potential of non-educational games in learning is well-established, but there have been relatively few empirical studies attempting to explore the kinds of informal learning take place in non-educational games outside of formal education. Simultaneously, student motivation is known to have a connection to learning outcomes, but there is a lack of research on the relationship between gaming motivations and informal learning in games. This paper aims to fill the gap in research by, firstly, forming an empirically-based understanding of what players perceive they are learning from playing non-educational games, and secondly, exploring the potential connections of self-articulated learning …

informal learningmotivaationon-educational gameserilaiset oppijatoppimistyylitmieltymyksetgameplay motivesoppimistuloksetpelitutkimusinformaali oppiminenlearning outcomespelitlearner typesgameplay preferencespelaajatdigitaaliset pelit
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