bluuebunny/crossref_metadata_2025 huggingface dataset:
‘Can you hear me?’: communication, relationship and ethics in video-based telepsychiatric consultations
Authors: Frittgen Eva-Maria , Haltaufderheide Joschka
Published: October 2021

Telepsychiatry has long been discussed as a supplement to or substitute for face-to-face therapeutic consultations. The current pandemic crisis has fueled the development in an unprecedented way. More and more psychiatric consultations are now carried out online as video-based consultations. Treatment results appear to be comparable with those of face-to-face care in terms of clinical outcome, acceptance, adherence and patient satisfaction. However, evidence on videoconferencing in a variety of different fields indicates that there are extensive changes in the communication behaviour in online conversations. We hypothesise that this might impact ethically relevant aspects of the therapeutic relationship, which plays a prominent role in psychiatry. In this paper, we review effects of video-based consultations on communication between therapists and patients in psychiatry. Based on a common understanding of video-based consultations as changing the lived experience of communication, we categorise these effects according to sensory, spatial and technical aspects. Departing from a power-based model of therapeutic relationships, we then discuss the ethical significance of this changed communication situation, based on dimensions of respect for autonomy, lucidity, fidelity, justice and humanity. We conclude that there is evidence for ethically relevant changes of the therapeutic relationship in video-based telepsychiatric consultations. These changes need to be more carefully considered in psychiatric practice and future studies.
The devil is in the details: an analysis of patient rights in Swiss cancer registries
Authors: Martani Andrea , Erard Frédéric , Casonato Carlo , Elger Bernice Simone
Published: October 2021

Cancer registries are an important part of the public health infrastructure, since they allow to monitor the temporal trends of this illness as well as facilitate epidemiological research. In order to effectively set up such registries, it is necessary to create a system of data collection that permits to record health-related information from patients who are diagnosed with cancer. Given the sensitive nature of such data, it is debated whether their recording should be based on consent or whether alternative arrangements are possible (eg, opt-out systems where information is automatically collected but patients can later withdraw). In the recent reform of the Swiss cancer registration legislation, the lawmaker set out to implement rules about the recording of data in cancer registries that would allegedly go beyond a consent-based model, in order to balance accurate registration with respect of patient rights. However, by analysing the operational norms of the new legislation and comparing them with those of other systems, it emerges that the Swiss rules de facto closely resemble a system of registration based on informed consent—in partial contradiction with the objective pursued by the lawmaker. In this paper, we show how the details of a policy are crucial to determine its true nature and we highlight some critical elements—from an ethical standpoint—of the recently reformed Swiss policy on cancer registration.
Tobacco industry strategies for flavour capsule cigarettes: analysis of patents and internal industry documents
Authors: van der Eijk Yvette , Teo Ken Wah , Tan Grace Ping Ping , Chua Wee Meng
Published: October 2021

Background

The global market for flavour capsule variants (FCVs), cigarettes with a crushable flavour capsule, has grown exponentially. To inform further regulatory efforts, it is important to understand tobacco industry strategies for FCVs.

Methods

Analysis of data from 65 patents and 179 internal tobacco industry documents, retrieved via snowball searches in Patsnap and the Truth Tobacco Industry Documents Library, describing tobacco industry developments related to FCVs. We used an inductive coding method to identify themes relating to FCV features or developments.

Results

Tobacco companies were developing FCVs since the 1960s, with little market success until the 2000s following the launch of Camel Crush, a brand which targeted millennials (in their teens or early 20s at the time). Tobacco companies have patented, but not yet marketed, FCVs with microcapsule surface coatings, adjustable or heat-triggered flavour release systems, airflow manipulation features, transparent filters to visualise flavour release, and various flavours and additives for capsules including nicotine/tobacco extracts for an on-demand nicotine hit. Tobacco companies developed FCVs purported to be reduced harm, although their own tests showed that FCVs have higher toxicant concentrations. They have also developed loose flavour capsule units designed to fit into cigarettes, packs, or recessed filters to enable users to customise cigarettes and circumvent tobacco flavour bans.

Conclusions

To prevent tobacco companies from targeting young people and exploiting regulatory loopholes, regulations on tobacco products should ban flavours and consider the broad variety of FCV designs, additives and loose products designed to impart flavour into tobacco products.
New pyrido[3′,2′:4,5]thieno[3,2-d]pyrimidin-4(3H)-one hybrids linked to arene units: synthesis of potential MRSA, VRE, and COX-2 inhibitors
Authors: Sanad Sherif M.H. , Mekky Ahmed E.M.
Published: October 2021

In the current study, we reported the tandem synthesis of two series of arene-linked pyrimidinone hybrids with related fused thieno[2,3-b]pyridine moiety. The target hybrids were prepared, in moderate to excellent yields, by the reaction of a ternary mixture of the appropriate of 3-aminothieno[2,3-b]pyridine-2-carboxylate, DMF-DMA, and a series of aryl amines in dioxane at 110 °C for 8 h. The antibacterial activity of the new hybrids was estimated against six susceptible ATCC strains. Hybrids 5g and 7g, linked to a sulfonamide unit, showed the best efficacy against S. aureus and E. faecalis strains with minimum inhibitory concentration (MIC) values of 1.7–1.8 μM, which exceed ciprofloxacin. Furthermore, some of new hybrids were examined as potential inhibitors of four different MRSA and VRE strains. Hybrids 5g and 7g demonstrated more potent efficacy than linezolid against MRSA strains with MIC values of 3.6/3.4 and 1.8/1.7 μM against ATCC:33591 and ATCC:43300 strains, respectively. The prior hybrids displayed a comparable efficacy with linezolid against VRE strains with MIC values of 7.3/6.9 and 3.6/3.4 μM against ATCC:51299 and ATCC:51575 strains, respectively. Additionally, some of the new hybrids were examined as potential COX-2 inhibitors using the reference celecoxib (IC50 of 0.117 µM). Hybrid 7g revealed more potent inhibitory efficacy than celecoxib with IC50 of 0.112 µM, whereas hybrid 5g showed almost inhibitory activity equivalent to celecoxib with IC50 of 0.121 µM. Molecular docking was performed to predict the possible binding interactions between hybrids 5g and 7g with the target COX-2 enzyme.
The response of a brown trout (Salmo trutta) population to reintroduced Eurasian beaver (Castor fiber) habitat modification
Authors: Needham Robert J. , Gaywood Martin , Tree Angus , Sotherton Nick , Roberts Dylan , Bean Colin W. , Kemp Paul S.
Published: October 2021

Globally, freshwaters are the most degraded and threatened of all ecosystems. In northern temperate regions, beaver (Castor spp.) reintroductions are increasingly used as a low-cost and self-sustaining means to restore river corridors. River modifications by beavers can increase availability of suitable habitat for fish, including salmonids. This study investigated the response of a population of brown trout (Salmo trutta) to reintroduced Eurasian beaver (Castor fiber) habitat modifications in northern Scotland. The field site comprised two streams entering a common loch; one modified by beavers, the other unaltered. Electrofishing and PIT telemetry surveys indicated abundance of post-young-of-the-year (post-YOY) trout was higher in the modified stream. Considering juvenile year groups (YOY and post-YOY) combined, abundance and density varied with year and season. In the modified stream, fork length and mass were greater, there was a greater variety of age classes, and mean growth was positive during all seasons. Beavers had profound effects on the local brown trout population that promoted higher abundances of larger size classes. This study provides important insight into the possible future effect of beavers on freshwater ecosystems.
AI-driven prediction of SARS-CoV-2 variant binding trends from atomistic simulations
Authors: Capponi Sara , Wang Shangying , Navarro Erik J. , Bianco Simone
Published: October 2021

We present a novel technique to predict binding affinity trends between two molecules from atomistic molecular dynamics simulations. The technique uses a neural network algorithm applied to a series of images encoding the distance between two molecules in time. We demonstrate that our algorithm is capable of separating with high accuracy non-hydrophobic mutations with low binding affinity from those with high binding affinity. Moreover, we show high accuracy in prediction using a small subset of the simulation, therefore requiring a much shorter simulation time. We apply our algorithm to the binding between several variants of the SARS-CoV-2 spike protein and the human receptor ACE2.

Graphic abstract
Intrinsic tame filling functions are equivalent to intrinsic diameter functions
Authors: Quaisley Andrew
Published: October 2021

Intrinsic tame filling functions are quasi-isometry invariants that are refinements of the intrinsic diameter function of a group. The main purpose of this paper is to show that every finite presentation of a group has an intrinsic tame filling function that is equivalent to its intrinsic diameter function. We also introduce some alternative filling functions — based on concepts similar to those used to define intrinsic tame filling functions — that are potential proper refinements of the intrinsic diameter function.
Model theory of differential fields with finite group actions
Authors: Hoffmann Daniel Max , Sánchez Omar León
Published: October 2021

Let [Formula: see text] be a finite group. We explore the model-theoretic properties of the class of differential fields of characteristic zero in [Formula: see text] commuting derivations equipped with a [Formula: see text]-action by differential field automorphisms. In the language of [Formula: see text]-differential rings (i.e. the language of rings with added symbols for derivations and automorphisms), we prove that this class has a model-companion — denoted [Formula: see text]. We then deploy the model-theoretic tools developed in the first author’s paper [D. M. Hoffmann, Model theoretic dynamics in a Galois fashion, Ann. Pure Appl. Logic 170(7) (2019) 755–804] to show that any model of [Formula: see text] is supersimple (but unstable when [Formula: see text] is nontrivial), a PAC-differential field (and hence differentially large in the sense of the second author and Tressl [Differentially large fields, preprint (2020), arXiv:2005.00888, available at https://arxiv.org/abs/2005.00888 ]), and admits elimination of imaginaries after adding a tuple of parameters. We also address model-completeness and supersimplicity of theories of bounded PAC-differential fields (extending the results of Chatzidakis and Pillay [Generic structures and simple theories, Ann. Pure Appl. Logic 95 (1998) 71–92] on bounded PAC-fields).
Equivalence relations and determinacy
Authors: Crone Logan , Fishman Lior , Jackson Stephen
Published: October 2021

We introduce the notion of [Formula: see text]-determinacy for [Formula: see text] a pointclass and [Formula: see text] an equivalence relation on a Polish space [Formula: see text]. A case of particular interest is the case when [Formula: see text] is the (left) shift-action of [Formula: see text] on [Formula: see text] where [Formula: see text] or [Formula: see text]. We show that for all shift actions by countable groups [Formula: see text], and any “reasonable” pointclass [Formula: see text], that [Formula: see text]-determinacy implies [Formula: see text]-determinacy. We also prove a corresponding result when [Formula: see text] is a subshift of finite type of the shift map on [Formula: see text].
On the global L∞→BMO mapping property for Fourier integral operators
Authors: Wang Guangqing , Chen Wenyi , Yang Jie
Published: October 2021

Let [Formula: see text] be a Fourier integral operator defined with [Formula: see text] and [Formula: see text] satisfying the strong non-degenerate condition. It is shown that [Formula: see text] is a bounded operator from [Formula: see text] to [Formula: see text], if [Formula: see text], [Formula: see text], [Formula: see text] and [Formula: see text]
Incorporating intergenic regions into reversal and transposition distances with indels
Authors: Alexandrino Alexsandro Oliveira , Oliveira Andre Rodrigues , Dias Ulisses , Dias Zanoni
Published: October 2021

Problems in the genome rearrangement field are often formulated in terms of pairwise genome comparison: given two genomes [Formula: see text] and [Formula: see text], find the minimum number of genome rearrangements that may have occurred during the evolutionary process. This broad definition lacks at least two important considerations: the first being which features are extracted from genomes to create a useful mathematical model, and the second being which types of genome rearrangement events should be represented. Regarding the first consideration, seminal works in the genome rearrangement field solely used gene order to represent genomes as permutations of integer numbers, neglecting many important aspects like gene duplication, intergenic regions, and complex interactions between genes. Regarding the second consideration, some rearrangement events are widely studied such as reversals and transpositions. In this paper, we shed light on the first consideration and created a model that takes into account gene order and the number of nucleotides in intergenic regions. In addition, we consider events of reversals, transpositions, and indels (insertions and deletions) of genomic material. We present a 4-approximation algorithm for reversals and indels, a [Formula: see text]-approximation algorithm for transpositions and indels, and a 6-approximation for reversals, transpositions, and indels.
Failure Analysis of a Polygonal Void with an Oxide Layer in a Cracked Matrix
Authors: Tseng S. C. , Chao C. K. , Guo J. Y.
Published: October 2021

An oxide layer can commonly be found between a void in and the matrix of metal materials subjected to remote mechanical loading. This paper presents an evaluation of the failure behavior of a polygonal nano-void surrounded by an oxide layer in an infinite cracked matrix under a remote anti-plane load. Based on the complex variable, conformal mapping and analytical continuation with alternating methods, the stress functions are obtained in series form and the mode-III stress intensity factors (SIFs) are derived. The results indicate that a softer oxide layer (zirconia) would cause a higher SIF compared to a stiffer oxide layer (alumina). The results of this investigation provide a quantitative description of the effects of an oxide layer and inform an optimum design method for metal forming.
The deformation history of southern England, and its implications for ground engineering in the London Basin
Authors: Cosgrove John W. , Morgan Tom O. , Ghail Richard
Published: October 2021

Structures in the basement beneath the London Basin affect the geology of relevance to geotechnical engineering within London. Unfortunately, the basement beneath London is covered by Cretaceous and Tertiary sediments. It is cut by major faults linked to the compressive phases of the Hercynian and Alpine orogenies and to the regional extension that occurred during the Mesozoic between these compressive events. Evidence is presented that movement on basement fractures beneath London played a major role in the distribution and deformation of sediments within the Basin, causing local folding and faulting significant to engineering works. Basement rocks are exposed in SW England, where the type and orientation of these fractures (faults and joints) can be examined in outcrop. This study, complemented by seismic sections in the southern UK, allows the architecture of this fault network within the basement to be determined. Understanding the fracture system in the basement provides a basis for (1) interpreting the lateral facies variations of sediments in the Basin and hence provides a means for predicting from a ground investigation the likely presence, activity or influence on site of such structures at depth and (2) understanding the extent of local, steeply inclined and subhorizontal planar zones of shearing when encountered on site.

Thematic collection:
This article is part of the Geology of London and its implications for ground engineering collection available at:
https://www.lyellcollection.org/cc/london-basin
Life on Wings
Authors: Sandbhor Prasad , Bangal Priti , Aggarwal Deepti , Khot Rohit Ashok
Published: October 2021

This paper presents a novel board game called Life on Wings, designed to create an experience and awareness about the life of birds in an urban landscape. The game lets users experience the life of six tropical urban birds across three seasons of a year. By performing different activities of birds, players learn about the challenges that an ever-changing urban environment creates for bird species. We reflect on our design process and describe the key design decisions that led to the development of our game. We also present insights of a playtesting session that was conducted with 11 participants to evaluate the design aspects of the game. Based on the study insights we present three implications on collaboration over competition, local game movement and longitudinal first-person perspective. Through this work, we aim to inspire more playful explorations on human-wildlife cohabitation.
Evaluating Tutorial-Based Instructions for Controllers in Virtual Reality Games
Authors: Kao Dominic , Magana Alejandra J. , Mousas Christos
Published: October 2021

Virtual reality (VR) has disrupted the gaming market and is rapidly becoming ubiquitous. Yet differences between VR and traditional mediums, such as controllers that are visible in the virtual world, enable entirely new approaches to instruction. In this paper, we present four studies, each using a different VR game. Within each study, we compared three different modalities of tutorials: Text (text-only), Text+Diagram (text with controller diagrams), and Text+Spatial (text with controller tooltips appearing on top of the player's virtual controllers). Data from our studies show that the importance of tutorial modality depends greatly on game type. In a third-person shooter, Text+Spatial led to significantly higher controls learnability than Text and Text+Diagram, and also led to significantly higher performance, player experience, and intrinsic motivation than Text. In a puzzle game, Text+Spatial led to significantly higher controls learnability and performance than Text. Additionally, Text+Diagram led to significantly higher controls learnability than Text. However, in a wave shooter and a rhythm game, differences between conditions were negligible on all measures. Our studies show that game type is an important factor to consider when designing tutorial modality.
The Effects of a Self-Similar Avatar Voice in Educational Games
Authors: Kao Dominic , Ratan Rabindra , Mousas Christos , Magana Alejandra J.
Published: October 2021

Avatar identification is one of the most promising research areas in games user research. Greater identification with one's avatar has been associated with improved outcomes in the domains of health, entertainment, and education. However, existing studies have focused almost exclusively on the visual appearance of avatars. Yet audio is known to influence immersion/presence, performance, and physiological responses. We perform one of the first studies to date on avatar self-similar audio. We conducted a 2 x 3 (similar/dissimilar x modulation upwards/downwards/none) study in a Java programming game. We find that voice similarity leads to a significant increase in performance, time spent, similarity identification, competence, relatedness, and immersion. Similarity identification acts as a significant mediator variable between voice similarity and all measured outcomes. Our study demonstrates the importance of avatar audio and has implications for avatar design more generally across digital applications.
How do Players and Developers of Citizen Science Games Conceptualize Skill Chains?
Authors: Miller Josh Aaron , Horn Britton , Guthrie Matthew , Romano Jonathan , Geva Guy , David Celia , Sterling Amy Robinson , Cooper Seth
Published: October 2021

For citizen science games (CSGs) to be successful in advancing scientific research, they must effectively train players. Designing tutorials for training can be aided through developing a skill chain of required skills and their dependencies, but skill chain development is an intensive process. In this work, we hypothesized that free recall may be a simpler yet effective method of directly eliciting skill chains. We elicited 23 skill chains from players and developers and augmented our reflexive thematic analysis with 11 semi-structured interviews in order to determine how players and developers conceptualize skill trees and whether free recall can be used as an alternative to more resource-intensive cognitive task analyses. We provide three main contributions: (1) a comparison of skill chain conceptualizations between players and developers and across prior literature; (2) insights to the process of free recall in eliciting CSG skill chains; and (3) a preliminary toolkit of CSG skill-based design recommendations based on our findings. We conclude CSG developers should: give the big picture up front; embrace social learning and paratext use; reinforce the intended structure of knowledge; situate learning within applicable, meaningful contexts; design for discovery and self-reflection; and encourage practice and learning beyond the tutorial. Free recall was ineffective for determining a traditional skill chain but was able to elicit the core gameplay loops, tutorial overviews, and some expert insights.
How Avatar Customization Affects Fear in a Game-based Digital Exposure Task for Social Anxiety
Authors: Dechant Martin Johannes , Birk Max V. , Shiban Youssef , Schnell Knut , Mandryk Regan L.
Published: October 2021

The treatment of social anxiety through digital exposure therapy is challenging due to the cognitive properties of social anxiety-individuals need to be fully engaged in the task and feel themselves represented in the social situation; however, avatar customization has been shown to increase both engagement and social presence. In this paper, we harness techniques used in commercial games, and investigate how customizing self-representation in a novel digital exposure task for social anxiety influences the experience of social threat. In an online experiment with 200 participants, participants either customized their avatar or were assigned a predefined avatar. Participants then controlled the avatar through a virtual shop, where they had to solve a math problem, while a simulated audience within the virtual world observed them and negatively judged their performance. Our findings show that we can stimulate the fear of evaluation by others in our task, that fear is driven primarily by trait social anxiety, and that this relationship is strengthened for people higher in trait social anxiety. We provide new insights into the effects of customization in a novel therapeutic context, and embed the discussion of avatar customization into related work in social anxiety and human-computer interaction. ?
A Game-based Assessment of the Effects of Rejection on Young Adults
Authors: Tuijnman Anouk , Kleinjan Marloes , Chen Shengnan , Engels Rutger C.M.E. , Granic Isabela
Published: October 2021

Rejection consists of a range of behaviors from ignoring another to explicitly excluding someone from an encounter. Currently available experimental tasks have shown that rejection has strong emotional, behavioral, and physical effects, but the tasks have some limitations. We argue that video games can address these limitations and have developed a new experimental task (ScrollQuest) to show the potential of video games as rejection research tools. The primary goal of the present study was to explore the effects of ScrollQuest. We analyzed data from 116 young adults who played both ScrollQuest and the rejection experimental task Cyberball. Playing ScrollQuest had more negative effects on mood, more negative interpretation effects were observed after playing ScrollQuest, and ScrollQuest was perceived as more enjoyable, compared to Cyberball. Our findings suggest that ScrollQuest might be an effective new experimental task to study rejection in a digital environment, but more work is needed to improve ScrollQuest.
"I need to play three times before I kind of understand"
Authors: Wang Biying , Ang Abel Beng Heng , Mitchell Alex
Published: October 2021

Replay of interactive stories is an essential characteristic of the medium, enabling players to both see whether their choices impact the narrative, and work towards an understanding of the story and underlying system. Despite the centrality of replay to the form, little work has been done to investigate what motivates people to replay interactive stories, or when and why they stop replaying. In this paper, we report on the results of an exploratory qualitative observational study of 12 participants (aged 22 to 28) replaying the visual novel The Shadows that Run Alongside Our Car, a short work that presents a post-apocalyptic survival story from the perspective of two different playable characters and involves four dialogue choices leading to one of three possible endings. Unlike previous models of rereading, our observations suggest that players' reasons for deciding whether or not to replay change fluidly as their sense of closure changes, and players are deciding based not just on whether they have reached closure, but also on their estimate of the likelihood of seeing something new or moving closer to closure versus the effort required to replay. This suggests a need to rethink earlier, more simplistic models of rereading in interactive stories.
The Role of Partial Automation in Increasing the Accessibility of Digital Games
Authors: Cimolino Gabriele , Askari Sussan , Graham T.C. Nicholas
Published: October 2021

Digital games are designed to be controlled using hardware devices such as gamepads, keyboards, and cameras. Some device inputs may be inaccessible to players with motor impairments, rendering them unable to play. Games and devices can be adapted to enable play, but for some players these adaptations may not go far enough. Games may require inputs that some players cannot provide with any device. To address this problem, we introduce partial automation, an accessibility technique that delegates control of inaccessible game inputs to an AI partner. Partial automation complements and builds on other approaches to improving games' accessibility, including universal design, player balancing, and interface adaptation. We have demonstrated partial automation in two games for the rehabilitation of spinal cord injury. Six study participants with vastly different motor abilities were able to play both games. Participants liked the increased personalization that partial automation affords, although some participants were confused by aspects of the AI's behaviour.
The Playful Potential of Shared Mealtime
Authors: Altarriba Bertran Ferran , Pometko Alexandra , Gupta Muskan , Wilcox Lauren , Banerjee Reeta , Isbister Katherine
Published: October 2021

In this paper, we present an annotated portfolio of speculative ideas that emerged from a co-design process where we investigated the playful potential of day-to-day mealtime. Our portfolio illustrates the learnings from our participatory engagements: it embodies ours and our participants' ideas of how technology might support increasingly playful and socio-emotionally rich experiences around food. We contribute: (1) a list of play potentials of mealtime-i.e. people's existing playful practices with food-that will point designers towards socio-emotionally desirable play-food experiences; (2) a portfolio of speculative design ideas that illustrate how mealtime technology could help to realize that playful potential; and (3) a discussion of our participants' experiences with and responses to lo-fi prototypes of our ideas. Our work will provoke designers to carefully consider the impact of food-tech innovation on the quality of people's social eating experiences and inspire them to cultivate forms of food-play that are socio-emotionally rich.?
Designing Game-Based Rehabilitation Experiences for People with Aphasia
Authors: Hymes Kathryn , Hammer Jessica , Seyalioglu Hakan , Dow-Richards Carol , Brown Deidra , Hambridge Trish , Ventrice Jill , Baker Meguey , Kim Yeonsoo Julian , Hutchings Tim , Evans William S.
Published: October 2021

Over 2 million people across the United States are living with aphasia, the loss of language due to acquired brain injury. Aphasia is an invisible disability that may come with negative consequences for communication, community participation, and quality of life. Game-based rehabilitation is a promising solution to address unmet long-term recovery and psychosocial needs for people with aphasia. In this paper, we describe a participatory game design process that engages people with aphasia (PwA) in the creation of three hybrid digital-analog games. We detail methods for facilitating collaboration across language barriers and divergent professional expertise based on interviews and participant observations throughout our iterative design process. We also contribute a set of design principles synthesized from aphasia rehabilitation research, interviews and community data. We conclude with recommendations for pursuing community-empowered aphasia game design for this underserved population based on reflection from our co-design experience.
Co-Designers Not Troublemakers
Authors: Gustafsson Viktor , Helmersen Lilly Arstad , Mackay Wendy E.
Published: October 2021

Players in Massively Multiplayer Online Role-Playing Games (MMORPGs) generate long-standing histories with their characters, but cannot express or see traces of their adventures in the game worlds. We are interested in designing game systems where players shape and contribute their own narratives as game content. Study one designed and playtested three Virtual Tabletop Role-Playing Game (VTTRPG) prototypes where we found that structured, graphical representations of players' traces support co-design and narrative analysis. We also identified four categories of traces: environment, build, memory and object. We introduce Play Traces, a novel analysis method for representing and co-designing with players and their narratives. A structured observation including Play Traces studied 17 players over 16 four-hour sessions in the third VTTRPG prototype. We found that players successfully (and enjoyably) co-designed novel narratives. We identified three themes for how traces can affect and support players in shaping new interactive narratives. We present four design implications describing how player-created narratives in MMORPGs should first Reveal & Pull Attention from other players, Invite & Push further exploration, Guide & Assist toward endings, and optionally Show & Hide traces. Finally, we discuss how treating players as co-designers offers a promising approach for developing the next generation of MMORPGs.
In-Game Social Interactions to Facilitate ESL Students' Morphological Awareness, Language and Literacy Skills
Authors: Rankin Yolanda A. , Tibi Sana , Kennington Casey , Han Na-eun
Published: October 2021

Video games that require players to utilize a target or second language to complete tasks have emerged as alternative pedagogical tools for Second Language Acquisition (SLA). With the exception of vocabulary acquisition, much of the prior research in game-based SLA fails to gauge students' literacy skills, specifically their morphological awareness or understanding of the smallest meaningful linguistic units (e.g., prefixes, suffixes, and roots). Given this shortcoming, we utilize a two-player online game to facilitate social interactions between Native English Speakers (NES) and English as a Second Language (ESL) students as a mechanism to generate ESL students' written output in the targeted language and draw attention to their morphological awareness. Analysis of chat logs demonstrates the game's potential to enhance ESL students' morphological awareness and other important L2 literacy skills such as word reading accuracy. Both NES and ESL students' reflections of their gameplay experiences suggest game design modifications that promote ESL students' willingness to communicate with NES while developing their morphological awareness and practicing their L2 communication and literacy skills.
Videogame Play and Wellbeing Among a First Episode Psychosis Population
Authors: Johnson Daniel , Gore-Jones Victoria , Dark Frances , Parker Stephen D. , Foley Sharon , Mandryk Regan L.
Published: October 2021

With ongoing interest in the relationship between videogame and mental health alongside recent focus on gaming's role in coping with stressful life events, we sought to explore the relationship between videogame play and wellbeing among people experiencing their first episode of psychosis. Specifically, we aimed to explore the associations between videogame play and wellbeing among consumers of a first episode psychosis (FEP) service and further to compare their motivations for play, need satisfaction, passion for play and wellbeing to a control group. A sample of 88 people experiencing FEP (57 who played videogames and 31 who did not) and a control sample of 46 (all of whom played videogames) completed a survey containing a range of questionnaires related to the variables of interest. Key findings include that among those experiencing FEP, people who played videogames reported better wellbeing outcomes than those who did not. Among participants who played videogames, the FEP sample reported lower levels of need satisfaction through gaming, lower levels of harmonious passion, higher levels of external types of motivation and lower levels of internal types of motivation for play than the control group. Finally, the relationships between passion orientation (both harmonious and obsessive) and psychological distress were stronger in the control group than the FEP sample, suggesting that passion for gaming may be less influential on wellbeing for those experiencing FEP.
Increasing Player Performance and Game Experience in High Latency Systems
Authors: Halbhuber David , Henze Niels , Schwind Valentin
Published: October 2021

Cloud gaming services and remote play offer a wide range of advantages but can inherent a considerable delay between input and action also known as latency. Previous work indicates that deep learning algorithms such as artificial neural networks (ANN) are able to compensate for latency. As high latency in video games significantly reduces player performance and game experience, this work investigates if latency can be compensated using ANNs within a live first-person action game. We developed a 3D video game and coupled it with the prediction of an ANN. We trained our network on data of 24 participants who played the game in a first study. We evaluated our system in a second user study with 96 participants. To simulate latency in cloud game streaming services, we added 180 ms latency to the game by buffering user inputs. In the study we predicted latency values of 60 ms, 120 ms and 180 ms. Our results show that players achieve significantly higher scores, substantially more hits per shot and associate the game significantly stronger with a positive affect when supported by our ANN. This work illustrates that high latency systems, such as game streaming services, benefit from utilizing a predictive system.
Can Digital Games Teach Scientific Inquiry?
Authors: Anupam Aditya
Published: October 2021

Digital games are increasingly being used to teach the processes of scientific inquiry. These games often make at least one of four key assumptions about scientific inquiry: that inquiry is a problem-solving process which is value-neutral, bounded by strict subject-matter constraints, and conducted by practitioners separable from society. However, feminist, STS, and pragmatist scholars have demonstrated the flawed nature of these assumptions. They highlight instead that: inquiry is a process of problematization that is value-laden, unbounded by subject-matter, and conducted by practitioners who socially, politically, and culturally situated. In this paper, I argue that three of the key affordances of digital games-their procedural, evaluative, and fictional qualities-can constrain their ability to teach inquiry understood as such. I examine these affordances and their relationship to the nature of scientific inquiry through a design case examining our game Solaria designed to teach students how to inquire into the development of solar cells. Specifically, I ask: To what extent can the procedural, evaluative, and fictional affordances of digital games (designed to teach students about solar cells) support the learning of scientific inquiry as a problematizing, situated, and value-laden process, unbounded by subject-matter constraints? I discuss how these affordances of games supported but ultimately limited the design of the game by trivializing real situations, predetermining criteria for progress, and distancing students from real-world risks and responsibilities, respectively. In conclusion, I briefly discuss how understanding these limitations can support the design of educational environments to complement digital games for teaching scientific inquiry.
Seek What You Need
Authors: Poeller Susanne , Seel Saskia , Baumann Nicola , Mandryk Regan L.
Published: October 2021

In Motive Disposition Theory, the affiliation motive describes our need to form mutually satisfying bonds, whereas the power motive is the wish to influence others. To understand how these social motives shape play experience, we explore their relationship to Self-Determination Theory and Flow Theory in League of Legends. We find that: higher intimacy motivation is associated with greater relatedness satisfaction, autonomy satisfaction, enjoyment, and the flow dimension of absorption; higher prosocial motivation with more effort invested and the flow dimension fluency of performance; and higher dominance motivation with lower relatedness satisfaction but higher competence satisfaction and increased flow in both dimensions. We demonstrate that in addition to being driven to satisfy universal needs, players also possess individualized needs that explain our underlying motives and ultimately shape our gaming preferences and experiences. Our results suggest that people do not merely gravitate towards need-supportive situations, but actively seek, change, and create situations based on their individualized motives.
A Tale of Three Systems: Toward a Neuroimmunoendocrine Model of Obesity
Authors: O'Brien Conan J.O. , Haberman Emma R. , Domingos Ana I.
Published: October 2021

The prevalence of obesity is on the rise. What was once considered a simple disease of energy imbalance is now recognized as a complex condition perpetuated by neuro- and immunopathologies. In this review, we summarize the current knowledge of the neuroimmunoendocrine mechanisms underlying obesity. We examine the pleiotropic effects of leptin action in addition to its established role in the modulation of appetite, and we discuss the neural circuitry mediating leptin action and how this is altered with obesity, both centrally (leptin resistance) and in adipose tissues (sympathetic neuropathy). Finally, we dissect the numerous causal and consequential roles of adipose tissue macrophages in obesity and highlight recent key studies demonstrating their direct role in organismal energy homeostasis.
Tribolium castaneum: A Model Insect for Fundamental and Applied Research
Authors: Campbell James F. , Athanassiou Christos G. , Hagstrum David W. , Zhu Kun Yan
Published: October 2021

Tribolium castaneum has a long history as a model species in many distinct subject areas, but improved connections among the genetics, genomics, behavioral, ecological, and pest management fields are needed to fully realize this species’ potential as a model. Tribolium castaneum was the first beetle whose genome was sequenced, and a new genome assembly and enhanced annotation, combined with readily available genomic research tools, have facilitated its increased use in a wide range of functional genomics research. Research into T. castaneum’s sensory systems, response to pheromones and kairomones, and patterns of movement and landscape utilization has improved our understanding of behavioral and ecological processes. Tribolium castaneum has also been a model in the development of pest monitoring and management tactics, including evaluation of insecticide resistance mechanisms. Application of functional genomics approaches to behavioral, ecological, and pest management research is in its infancy but offers a powerful tool that can link mechanism with function and facilitate exploitation of these relationships to better manage this important food pest.
Human microphysiological models of airway and alveolar epithelia
Authors: Lagowala Dave Anuj , Kwon Seoyoung , Sidhaye Venkataramana K. , Kim Deok-Ho
Published: October 2021

Human organ-on-a-chip models are powerful tools for preclinical research that can be used to study the mechanisms of disease and evaluate new targets for therapeutic intervention. Lung-on-a-chip models have been one of the most well-characterized designs in this field and can be altered to evaluate various types of respiratory disease and to assess treatment candidates prior to clinical testing. These systems are capable of overcoming the flaws of conventional two-dimensional (2-D) cell culture and in vivo animal testing due to their ability to accurately recapitulate the in vivo microenvironment of human tissue with tunable material properties, microfluidic integration, delivery of precise mechanical and biochemical cues, and designs with organ-specific architecture. In this review, we first describe an overview of currently available lung-on-a-chip designs. We then present how recent innovations in human stem cell biology, tissue engineering, and microfabrication can be used to create more predictive human lung-on-a-chip models for studying respiratory disease. Finally, we discuss the current challenges and future directions of lung-on-a-chip designs for in vitro disease modeling with a particular focus on immune and multiorgan interactions.
Paradoxical and Retrograde Air Embolism from Pressurized Peripheral Bolus
Authors: Santucci Joshua , Mullaguri Naresh , Battineni Anusha , Guddeti Raviteja R. , Newey Christopher R.
Published: October 2021

Introduction. Cerebral air embolism is a rare, yet serious neurological occurrence with unclear incidence and prevalence. Here, we present a case of fatal cerebral arterial and venous cerebral gas embolism in a patient with infective endocarditis and known large right-to-left shunt and severe tricuspid regurgitation following pressurized fluid bolus administration. Case Presentation. A 32-year-old female was admitted to the medical intensive care unit from a long-term acute care facility with acute on chronic respiratory failure. Her medical history was significant for intravenous heroin and cocaine abuse, methicillin-sensitive Staphylococcus aureus tricuspid valve infective endocarditis on vancomycin, patent foramen ovale, septic pulmonary embolism with cavitation, tracheostomy with chronic ventilator dependence, multifocal cerebral infarction, hepatitis C, nephrolithiasis, anxiety, and depression. After intravenous fluid administration, she became unresponsive with roving gaze, sluggish pupils, and hypotensive requiring vasopressors. CT of the brain showed diffuse arterial and venous cerebral air embolism secondary to accidental air administration from fluid bolus. Magnetic resonance imaging of the brain showed diffuse global anoxic injury and flattening of the globe at the optic nerve insertion. Given poor prognosis, her family chose comfort measures and she died. Conclusions. Fatal cerebral air embolism can occur through peripheral intravenous routes when the lines are inadequately primed and fluids administered with pressure. Caution must be exercised in patients with right-to-left shunting as air may gain access to systemic circulation.
Point Set Registration Based on Improved KL Divergence
Authors: Qu Guangfu , Lee Won Hyung
Published: October 2021

A point set registration algorithm based on improved Kullback–Leibler (KL) divergence is proposed. Each point in the point set is represented as a Gaussian distribution. The Gaussian distribution contains the position information of the candidate point and surrounding ones. In this way, the entire point set can be modeled as a Gaussian mixture model (GMM). The registration problem of two point sets is further converted as a minimization problem of the improved KL divergence between two GMMs, and the genetic algorithm is used to optimize the solution. Experimental results show that the proposed algorithm has strong robustness to noise, outliers, and missing points, which achieves better registration accuracy than some state-of-the-art methods.
The Risk Management Mode of Construction Project Management in the Multimedia Environment of Internet of Things
Authors: Xie Hai , Yang Zhihui
Published: October 2021

The construction industry is the pillar industry of China’s national economy. According to the statistics of the National Bureau of Statistics, the GDP in 2016 was 744.127 billion yuan, while the total construction output value was 193.567 billion yuan, accounting for 6.5 percent of China’s GDP. The construction industry has played a pivotal role in promoting social development. Construction projects have always belonged to typical high-risk industries, and they will be affected by many factors, and these factors are mostly from the social environment and the natural environment, which makes it difficult to realize the expected construction period, cost, quality, safety, etc., of the construction project. The objectives, especially for large- and medium-sized construction projects, involve a lot of specialties, a wide range, a long construction period, and a huge amount of investment. Once the risks appear, the consequences are unimaginable. In addition, construction projects will be affected by accidental factors during the implementation process. If not handled in time, it will seriously affect the normal operation of construction projects. In view of the above problems, this article aims to study the risk management research of construction project management under the multimedia environment of the Internet of Things. Combining the characteristics of mobile construction projects, various problems are analyzed in the construction process of construction projects. This paper proposes a multimedia-based construction project management system, construction project quality management objectives and principles, and schedule risk prediction. The experimental results of this paper show that taking the construction project under the multimedia environment as an example, the communication management and quality control management of the construction project under the multimedia environment are studied. Through the combination of theory and practice, the work of construction projects under the multimedia environment of the Internet of Things is guaranteed to be completed on time and with high quality.