BackgroundCatching an object is a complex movement that involves not only programming but also effective motor coordination. Such behavior is related to the activation and recruitment of cortical regions that participates in the sensorimotor integration process. This study aimed to elucidate the cortical mechanisms involved in anticipatory actions when performing a task of catching an object in free fall.MethodsQuantitative electroencephalography (qEEG) was recorded using a 20-channel EEG system in 20 healthy right-handed participants performed the catching ball task. We used the EEG coherence analysis to investigate subdivisions of alpha (8-12 Hz) and beta (12-30 Hz) bands, which are related to cognitive processing and sensory-motor integration.ResultsNotwithstanding, we found the main effects for the factor block; for alpha-1, coherence decreased from the first to sixth block, and the opposite effect occurred for alpha-2 and beta-2, with coherence increasing along the blocks.ConclusionIt was concluded that to perform successfully our task, which involved anticipatory processes (i.e. feedback mechanisms), subjects exhibited a great involvement of sensory-motor and associative areas, possibly due to organization of information to process visuospatial parameters and further catch the falling object.
This article considered already existing studies about Deep Brain Stimulation in Mood and Anxiety Disorders. In particular, articles regarding Obsessive-Compulsive Disorder and Major Depression were mostly analyzed, due to the lack of researches about other types of Mood and Anxiety Disorders. We have concentrated on the target areas where Deep Brain Stimulation was most commonly applied, and on the effects this measure had on treatment-refractory patients. The obtained results showed that the stimulation of the: nucleus accumbens, subgenual cingulate cortex and ventral capsule/ventral striatum, has a positive influence on the development of the disorders investigated, sometimes showing the complete remission of the symptoms. Although Deep Brain Stimulation was overall found to be a promising and safe treatment for Mood and Anxiety Disorders, there are not enough studies proving its efficacy in wide samples and in the presence of more complex variables.
Este trabalho apresenta a análise de métodos de design de jogos sérios sob a ótica da Design Science Research. Uma revisão rápida da literatura identificou dez métodos de design de jogos sérios. Comparou-se as etapas descritas nestes métodos com as etapas da DSR, identificando a ausência total de duas etapas da DSR e a cobertura parcial de oito etapas pelos métodos analisados. Estas lacunas podem ser consideradas como motivadoras do impedimento ao crescimento e disseminação do estado da arte de jogos sérios. Desta forma, este trabalho contribui principalmente com o fomento da discussão sobre avaliação e qualidade de propostas de métodos para o design de jogos sérios.
In this work, we explore the use of KNIME to identify toxic behavior in the MOBA game DOTA 2. Using a dataset composed of 10530 messages taken from 1903 matches, we tested the use of KNIME to identify toxic messages obtaining an accuracy of 92% and 85% for toxic and non-toxic messages, respectively. The DOTA 2 game chat log was used to present a low-code approach to a supervised learning model for message classification. In addition to providing insight into the toxic behavior of MOBA players, our work supports the idea that low-code development can reach levels as good as traditional development. On the other hand, our study can also serve as a basis for more elaborate implementations that allow us to observe other aspects of toxic behavior from its detection, encouraging the construction of prevention and neutralization tools.
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