1,206 research outputs found
Valuing nested names in the Portuguese olive oil market: An exploratory study
The Portuguese olive oil market had a remarkable development in recent years. Production is rising steadily is response to a EU program supporting a renewal of olive groves. Moreover there is a proliferation of national brands and private labels. These are often associated to regional collective labels or to organic production. The aim of our research is to determine how consumers value these nested names or co-brands. We conducted a pilot survey on a convenience sample of 103 consumers in the Oporto and Lisbon metropolitan areas as well in a rural area. Our results reveal some contradictions, for instance while origin is an important purchasing criteria, few PDO olive oils are recognized. Moreover, only 25% of respondents identify organic olive oils sold in the market and this attribute is one of the last purchasing criteria, but organic olive oils have the highest willingness to pay. Finally we find that associating a PDO to private labels increases willingness to pay by 33.3%, but doesn’t affect valuation of national brands. While we can’t take definite conclusions our findings give us interesting cues for future research. Therefore we aim to investigate whether regional identity, alternative usage and health or environmental conscience determine of affect valuation and choices of different olive oils brands and labels.olive oil, nested names, valuation., Agribusiness, Agricultural and Food Policy, Community/Rural/Urban Development, Food Consumption/Nutrition/Food Safety, Labor and Human Capital,
Ejercicio físico y estilo de vida sedentario: consecuencias para la salud
Perhaps the greatest barriers for achieving major advances in public health in the twenty-first century result from the paralysis of the pandemic paradigm or from the widespread inability to envision alternative or new models of thought. Human movement represents a complex behavior that is influenced by personal motivation, health and mobility problems, genetic factors, and social and physical environments in which people live. These factors
influence the propensity to engage in sedentary behaviors or in physical activity. However, the biological, social,
and environmental pathways leading to sedentary behavior versus physical activity may be different. In addition, the health effects associated with sedentary behavior and physical activity may be the result of different biological mechanisms. Thus, our objective was to discuss the importance of physical exercise on health-related outcomes and the consequences of sedentary lifestyles. Research on sedentary behavior has been growing;however, the evidence for its determinants is relatively sparse. More studies are needed to obtain more conclusive results because it is fundamental to understand these complex relationships related to the practice and the acquisition of active and healthy lifestyles as opposed to a sedentary lifestyle.info:eu-repo/semantics/publishedVersio
Could tDCS Be a Potential Performance-Enhancing Tool for Acute Neurocognitive Modulation in eSports? A Perspective Review
Competitive sports involve physical and cognitive skills. In traditional sports, there is a greater dependence on the development and performance of both motor and cognitive skills, unlike electronic sports (eSports), which depend much more on neurocognitive skills for success. However, little is known about neurocognitive functions and effective strategies designed to develop and optimize neurocognitive performance in eSports athletes. One such strategy is transcranial direct current stimulation (tDCS), characterized as a weak electric current applied on the scalp to induce prolonged changes in cortical excitability. Therefore, our objective is to propose anodal (a)-tDCS as a performance-enhancing tool for neurocognitive functions in eSports. In this manuscript, we discussed the neurocognitive processes that underlie exceptionally skilled performances in eSports and how tDCS could be used for acute modulation of these processes in eSports. Based on the results from tDCS studies in healthy people, professional athletes, and video game players, it seems that tDCS is applied over the left dorsolateral prefrontal cortex (DLPFC) as a potential performance-enhancing tool for neurocognition in eSports.info:eu-repo/semantics/publishedVersio
E-Sports: a legitimate sport?
Currently, our society is facing an increase in the levels of physical inactivity in the world population, especially an increase in screen time, causing potential adverse effects in the short and
long term to health (Stiglic & Viner, 2019; Domingues‐Montanari, 2017). Several institutions, such as the World Health Organization (WHO), American College of Sports Medicine (ACSM), and National Institute for Health and Care Excellence (NICE), recognize the importance of physical exercise as a potential tool against the risks associated with sedentary behavior (Piercy et al., 2018). And within that context, a question must be asked; can screen time be considered time spent on sports?(…)info:eu-repo/semantics/publishedVersio
Decision support system for the long-term city metabolism planning problem
A Decision Support System (DSS) tool for the assessment of intervention strategies (Alternatives) in an Urban Water System (UWS) with an integral simulation model called “WaterMet²” is presented. The DSS permits the user to identify one or more optimal Alternatives over a fixed long-term planning horizon using performance metrics mapped to the TRUST sustainability criteria (Alegre et al., 2012). The DSS exposes lists of in-built intervention options and system performance metrics for the user to compose new Alternatives. The quantitative metrics are calculated by the WaterMet² model and further qualitative or user-defined metrics may be specified by the user or by external tools feeding into the DSS. A Multi-Criteria Decision Analysis (MCDA) approach is employed within the DSS to compare the defined Alternatives and to rank them with respect to a pre-specified weighting scheme for different Scenarios. Two rich, interactive Graphical User Interfaces, one desktop and one web-based, are employed to assist with guiding the end user through the stages of defining the problem, evaluating and ranking Alternatives. This mechanism provides a useful tool for decision makers to compare different strategies for the planning of UWS with respect to multiple Scenarios. The efficacy of the DSS is demonstrated on a northern European case study inspired by a real-life urban water system for a mixture of quantitative and qualitative criteria. The results demonstrate how the DSS, integrated with an UWS modelling approach, can be used to assist planners in meeting their long-term, strategic level sustainability objectives
Statistical Complexity Analysis of Turing Machine tapes with Fixed Algorithmic Complexity Using the Best-Order Markov Model
Sources that generate symbolic sequences with algorithmic nature may differ in statistical complexity because they create structures that follow algorithmic schemes, rather than generating symbols from a probabilistic function assuming independence. In the case of Turing machines, this means that machines with the same algorithmic complexity can create tapes with different statistical complexity. In this paper, we use a compression-based approach to measure global and local statistical complexity of specific Turing machine tapes with the same number of states and alphabet. Both measures are estimated using the best-order Markov model. For the global measure, we use the Normalized Compression (NC), while, for the local measures, we define and use normal and dynamic complexity profiles to quantify and localize lower and higher regions of statistical complexity. We assessed the validity of our methodology on synthetic and real genomic data showing that it is tolerant to increasing rates of editions and block permutations. Regarding the analysis of the tapes, we localize patterns of higher statistical complexity in two regions, for a different number of machine states. We show that these patterns are generated by a decrease of the tape's amplitude, given the setting of small rule cycles. Additionally, we performed a comparison with a measure that uses both algorithmic and statistical approaches (BDM) for analysis of the tapes. Naturally, BDM is efficient given the algorithmic nature of the tapes. However, for a higher number of states, BDM is progressively approximated by our methodology. Finally, we provide a simple algorithm to increase the statistical complexity of a Turing machine tape while retaining the same algorithmic complexity. We supply a publicly available implementation of the algorithm in C++ language under the GPLv3 license. All results can be reproduced in full with scripts provided at the repository.Peer reviewe
The complexity landscape of viral genomes
Background Viruses are among the shortest yet highly abundant species that harbor minimal instructions to infect cells, adapt, multiply, and exist. However, with the current substantial availability of viral genome sequences, the scientific repertory lacks a complexity landscape that automatically enlights viral genomes' organization, relation, and fundamental characteristics. Results This work provides a comprehensive landscape of the viral genome's complexity (or quantity of information), identifying the most redundant and complex groups regarding their genome sequence while providing their distribution and characteristics at a large and local scale. Moreover, we identify and quantify inverted repeats abundance in viral genomes. For this purpose, we measure the sequence complexity of each available viral genome using data compression, demonstrating that adequate data compressors can efficiently quantify the complexity of viral genome sequences, including subsequences better represented by algorithmic sources (e.g., inverted repeats). Using a state-of-the-art genomic compressor on an extensive viral genomes database, we show that double-stranded DNA viruses are, on average, the most redundant viruses while single-stranded DNA viruses are the least. Contrarily, double-stranded RNA viruses show a lower redundancy relative to single-stranded RNA. Furthermore, we extend the ability of data compressors to quantify local complexity (or information content) in viral genomes using complexity profiles, unprecedently providing a direct complexity analysis of human herpesviruses. We also conceive a features-based classification methodology that can accurately distinguish viral genomes at different taxonomic levels without direct comparisons between sequences. This methodology combines data compression with simple measures such as GC-content percentage and sequence length, followed by machine learning classifiers. Conclusions This article presents methodologies and findings that are highly relevant for understanding the patterns of similarity and singularity between viral groups, opening new frontiers for studying viral genomes' organization while depicting the complexity trends and classification components of these genomes at different taxonomic levels. The whole study is supported by an extensive website (https://asilab.github.io/canvas/) for comprehending the viral genome characterization using dynamic and interactive approaches.Peer reviewe
Impact of victory and defeat on the perceived stress and autonomic regulation of professional eSports athletes
Competitive sports involve physiological, technical and psychological skills, which influence directly on individuals’ performance. This study aims to investigate the levels of perceived stress and Heart Rate Variability (HRV) before and after matches with victory and defeat in professional eSports athletes. Our hypothesis was that the winners would have better autonomic and stress responses after match, thus corroborating the literature on neurocardiac connections. Fifty male eSport players were selected players from 10 different
Brazilian teams. The experiment was carried out in 2 sessions. Firstly, after signing the informed consent form, 24 h before the game, anthropometric, physical activity levels and time of expertise data were recorded only for
sample characterization and the players were familiarized with the perceived stress scale—10 (PSS-10) and the HRV measurements. Secondly, players performed the PSS-10 and HRV recording at rest by 10 min 60 and 30 min before the game (i.e., baseline time) and 10 min after the end of the game. Overall, concerning PSS-10 our findings show that VG had significant reduced scores in post-game time compared to baseline (BL) and pre-game times, while DG had significant increased scores in post-game time compared to BL and pre-game times. Regarding HRV, our results demonstrate that VG had significant increase in RR, SDNN, rMSSD, pNN50 and HF, and significant decrease in LF and LF/HF, while DG had a significant decrease in RR, SDNN,
rMSSD and HF, and significant increase in LF and LF/HF. It was observed that VG had better HRV responses (greater parasympathetic activation) as well as lower levels of perceived stress, while DG had worst HRV responses (greater sympathetic activation) and higher levels of perceived stress.info:eu-repo/semantics/publishedVersio
Anodal Transcranial Direct Current Stimulation Reduces Competitive Anxiety and Modulates Heart Rate Variability in an eSports Player
Previous research has recently shown that high cognitive and somatic anxiety and low self-confidence, before and during sport competitions have a significant correlation with heart rate variability (HRV) changes and can reduce overall athletic performance. Therefore, interventions, such as transcranial direct current stimulation (tDCS), can be a potential tool to reduce psychophysiological anxiety-related and enhance athletic
performance. We present a case of a male professional athlete of eSports. We explored the effects of a single session of anodal tDCS (a-tDCS) at 2mA over the dosrsolateral prefrontal cortex (DLPFC) on competitive anxiety and HRV assessed in baseline (BL), pre-tDCS, post-tDCS and postgame moments and compared between moments. Here, we found a decrease in somatic and cognitive anxiety, as well as an increase in self-confidence and in SDNN index in the post-tDCS moment compared with BL, pre-tDCS and post-game moments. These findings can be a result of an acute change in the attentional state, influencing the processing of threatening information essential for cognitive anxiety and of a self-regulatory process, which can regulate physiological arousal response, such as HRV.info:eu-repo/semantics/publishedVersio
Exergames for Children and Adolescents
Autistic Spectrum Disorder (ASD) is a complex neurodevelopmental disorder associated with various etiologies and characterized by deficits in social interaction, emotional reciprocity, communication, motor skills and cognitive functions. Studies have proposed that limited levels of physical activity and late motor skills and fitness, particularly in children and adolescents with ASD, may accentuate social and emotional deficits. In view of this, exergames, which are active video-games, can be considered a low-cost and safe type of exercise for children and adolescents with ASD, since they are more enjoyable than ordinary physical activities, influencing on treatment adherence. Thus, our study aims to evidence the effects of exergames on physical fitness, cognitive functions, and repetitive behaviors in children and adolescents with ASD. Despite the small number of studies investigating the effects of exergames as new strategy in children and adolescents with ASD, results suggest exergames as potential tool for the treatment of children and adolescents with ASD for improvement in physical fitness, cognitive functions and repetitive behavior. Our review pointed towards the importance of exergames for children and adolescents with ASD. Despite few studies conducted about this issue, we can consider exergames a potential tool to increase physical fitness, cognitive functions and to decrease repetitive behavior in children and adolescents with ASD. Moreover, health professionals should be careful when attempting to help this population, because the current literature is unclear yet about the improvement of ASD features through exergames
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