1,441,838 research outputs found

    Generating random graphs in biased Maker-Breaker games

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    We present a general approach connecting biased Maker-Breaker games and problems about local resilience in random graphs. We utilize this approach to prove new results and also to derive some known results about biased Maker-Breaker games. In particular, we show that for b=o(n)b=o\left(\sqrt{n}\right), Maker can build a pancyclic graph (that is, a graph that contains cycles of every possible length) while playing a (1:b)(1:b) game on E(Kn)E(K_n). As another application, we show that for b=Ī˜(n/lnā”n)b=\Theta\left(n/\ln n\right), playing a (1:b)(1:b) game on E(Kn)E(K_n), Maker can build a graph which contains copies of all spanning trees having maximum degree Ī”=O(1)\Delta=O(1) with a bare path of linear length (a bare path in a tree TT is a path with all interior vertices of degree exactly two in TT)

    Gamified cognitive control training for remitted depressed individuals : user requirements analysis

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    Background: The high incidence and relapse rates of major depressive disorder demand novel treatment options. Standard treatments (psychotherapy, medication) usually do not target cognitive control impairments, although these seem to play a crucial role in achieving stable remission. The urgent need for treatment combined with poor availability of adequate psychological interventions has instigated a shift toward internet interventions. Numerous computerized programs have been developed that can be presented online and offline. However, their uptake and adherence are oftentimes low. Objective: The aim of this study was to perform a user requirements analysis for an internet-based training targeting cognitive control. This training focuses on ameliorating cognitive control impairments, as these are still present during remission and can be a risk factor for relapse. To facilitate uptake of and adherence to this intervention, a qualitative user requirements analysis was conducted to map mandatory and desirable requirements. Methods: We conducted a user requirements analysis through a focus group with 5 remitted depressed individuals and individual interviews with 6 mental health care professionals. All qualitative data were transcribed and examined using a thematic analytic approach. Results: Results showed mandatory requirements for the remitted sample in terms of training configuration, technological and personal factors, and desirable requirements regarding knowledge and enjoyment. Furthermore, knowledge and therapeutic benefits were key requirements for therapists. Conclusions: The identified requirements provide useful information to be integrated in interventions targeting cognitive control in depression

    Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study

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    BACKGROUND: Finding ways to increase and sustain engagement with mHealth interventions has become a challenge during application development. While gamification shows promise and has proven effective in many fields, critical questions remain concerning how to use gamification to modify health behavior. OBJECTIVE: The objective of this study is to investigate how the gamification of mHealth interventions leads to a change in health behavior, specifically with respect to smoking cessation. METHODS: We conducted a qualitative longitudinal study using a sample of 16 smokers divided into 2 cohorts (one used a gamified intervention and the other used a nongamified intervention). Each participant underwent 4 semistructured interviews over a period of 5 weeks. Semistructured interviews were also conducted with 4 experts in gamification, mHealth, and smoking cessation. Interviews were transcribed verbatim and thematic analysis undertaken. RESULTS: Results indicated perceived behavioral control and intrinsic motivation acted as positive drivers to game engagement and consequently positive health behavior. Importantly, external social influences exerted a negative effect. We identified 3 critical factors, whose presence was necessary for game engagement: purpose (explicit purpose known by the user), user alignment (congruency of game and user objectives), and functional utility (a well-designed game). We summarize these findings in a framework to guide the future development of gamified mHealth interventions. CONCLUSIONS: Gamification holds the potential for a low-cost, highly effective mHealth solution that may replace or supplement the behavioral support component found in current smoking cessation programs. The framework reported here has been built on evidence specific to smoking cessation, however it can be adapted to health interventions in other disease categories. Future research is required to evaluate the generalizability and effectiveness of the framework, directly against current behavioral support therapy interventions in smoking cessation and beyond

    The design and relevance of a computerised therapy program for indigenous Māori adolescents.

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    Background: Depression is a major health issue among Māori indigenous adolescents, yet there has been little investigation into the relevance or effectiveness of psychological treatments for them. Further, consumer views are critical for engagement and adherence to therapy. However, there is little research regarding indigenous communitiesā€™ opinions about psychological interventions for depression. Objective: The objective of this study was to conduct semistructured interviews with Māori (indigenous New Zealand) young people (taitamariki) and their families to find out their opinions of a prototype computerized cognitive behavioral therapy (cCBT) program called Smart, Positive, Active, Realistic, X-factor thoughts (SPARX), a free online computer game intended to help young persons with mild to moderate depression, feeling down, stress or anxiety. The program will teach them how to resolve their issues on their own using Cognitive Behavioural Therapy as psychotherapeutic approach. Methods: There were seven focus groups on the subject of the design and cultural relevance of SPARX that were held, with a total of 26 participants (19 taitamarki, 7 parents/caregivers, all Māori). There were five of the groups that were with whānau (family groups) (n=14), one group was with Māori teenage mothers (n=4), and one group was with taitamariki (n=8). The general inductive approach was used to analyze focus group data. Results: SPARX computerized therapy has good face validity and is seen as potentially effective and appealing for Māori people. Cultural relevance was viewed as being important for the engagement of Māori young people with SPARX. Whānau are important for young peoplesā€™ well-being. Participants generated ideas for improving SPARX for Māori and for the inclusion of whānau in its delivery. Conclusions: SPARX computerized therapy had good face validity for indigenous young people and families. In general, Māori participants were positive about the SPARX prototype and considered it both appealing and applicable to them. The results of this study were used to refine SPARX prior to it being delivered to taitamariki and non-Māori young people

    The Cure: Making a game of gene selection for breast cancer survival prediction

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    Motivation: Molecular signatures for predicting breast cancer prognosis could greatly improve care through personalization of treatment. Computational analyses of genome-wide expression datasets have identified such signatures, but these signatures leave much to be desired in terms of accuracy, reproducibility and biological interpretability. Methods that take advantage of structured prior knowledge (e.g. protein interaction networks) show promise in helping to define better signatures but most knowledge remains unstructured. Crowdsourcing via scientific discovery games is an emerging methodology that has the potential to tap into human intelligence at scales and in modes previously unheard of. Here, we developed and evaluated a game called The Cure on the task of gene selection for breast cancer survival prediction. Our central hypothesis was that knowledge linking expression patterns of specific genes to breast cancer outcomes could be captured from game players. We envisioned capturing knowledge both from the players prior experience and from their ability to interpret text related to candidate genes presented to them in the context of the game. Results: Between its launch in Sept. 2012 and Sept. 2013, The Cure attracted more than 1,000 registered players who collectively played nearly 10,000 games. Gene sets assembled through aggregation of the collected data clearly demonstrated the accumulation of relevant expert knowledge. In terms of predictive accuracy, these gene sets provided comparable performance to gene sets generated using other methods including those used in commercial tests. The Cure is available at http://genegames.org/cure

    The Synthesis and Characterization of Gold Nanoparticles Prepared with Novel Thioether-Ionic Liquids

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    Gold nanoparticles have found a broad range of applications in the biomedical field including in drug delivery and biosensor development.The latter applications take advantage of a unique optical property called surface plasmon resonance. Easily accessible ā€œbottom-upā€ synthesis methods are commonly used for the preparation of metal nanoparticles, in which a metal precursor is reduced in the presence of a stabilizing agent to prevent aggregation. Ionic liquids have been used in ā€œbottom upā€ metal nanoparticle syntheses as stabilizing agents and as a means to functionalize metal nanoparticlesā€™ surface. Due to the strength of gold-sulfur interactions, thiol-stabilized gold nanostructures are of great interest. This project focused on the development of gold nanoparticle syntheses with a series of novel thioether-functionalized ionic liquids. The effect of ionic liquid structure and composition, ionic liquid concentration, and ionic liquid solubility on the synthetic reproducibility, elemental composition, and size of the gold nanoparticles were evaluated. The gold nanostructures were characterized by UV-visible spectroscopy, atomic force microscopy, and scanning electron microscopy with electron dispersive x-ray spectroscopy. Possible interactions between the ionic liquid and HAuCl4 in aqueous solution were studied using fast scan cyclic voltammetry and UV-visible spectroscopy

    Apolipoprotein E and Alzheimerā€™s disease: The influence of apolipoprotein E on amyloid- and other amyloidogenic proteins

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    Decompositions of two player games: potential, zero-sum, and stable games

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    We introduce several methods of decomposition for two player normal form games. Viewing the set of all games as a vector space, we exhibit explicit orthonormal bases for the subspaces of potential games, zero-sum games, and their orthogonal complements which we call anti-potential games and anti-zero-sum games, respectively. Perhaps surprisingly, every anti-potential game comes either from the Rock-Paper-Scissors type games (in the case of symmetric games) or from the Matching Pennies type games (in the case of asymmetric games). Using these decompositions, we prove old (and some new) cycle criteria for potential and zero-sum games (as orthogonality relations between subspaces). We illustrate the usefulness of our decomposition by (a) analyzing the generalized Rock-Paper-Scissors game, (b) completely characterizing the set of all null-stable games, (c) providing a large class of strict stable games, (d) relating the game decomposition to the decomposition of vector fields for the replicator equations, (e) constructing Lyapunov functions for some replicator dynamics, and (f) constructing Zeeman games -games with an interior asymptotically stable Nash equilibrium and a pure strategy ESS
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