870 research outputs found

    Video-game epilepsy: a European study.

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    Epilepsia. 1999;40 Suppl 4:70-4. Video-game epilepsy: a European study. Kasteleijn-Nolst Trenité DG, da Silva AM, Ricci S, Binnie CD, Rubboli G, Tassinari CA, Segers JP. Stichting Epilepsie Instellingen Nederland, Heemstede, The Netherlands. [email protected] Abstract With the introduction of Nintendo video-games on a large scale, reports of children having seizures while playing suggested a possible specific, provocative factor. Although 50% of the photosensitive patients are also sensitive to a 50-Hz television, nonphotosensitive patients with a history of video-game seizures were described as well. The question arises whether this is a mere coincidence, provoked by fatigue and stress, is related to the reaction to the television screen itself, or depends on the movement and color of the pictures of this specific game. A European study was performed in four countries and five sites. All patients were selected because of a history of television, video- or computer-game seizures, with a history of sun-light-, discotheque-, or black and white pattern-evoked seizures, or were already known to be sensitive to intermittent photic stimulation. A total of 387 patients were investigated; 220 (75%) were female and 214 (55%) of those were < 18 years of age. After a routine examination, intermittent photic, pattern, and television stimulation were performed in a standardized way. The patients were investigated with Super Mario World and a standard relatively nonprovocative TV program, both on a 50- and 100-Hz television. Regardless of the distance, Super Mario World proved to be more provocative than the standard program (Wilcoxon, p < 0.05). Eighty-five percent showed epileptiform discharges evoked by intermittent photic stimulation. Forty-five percent of patients were 50-Hz television sensitive and 26% were 100-Hz television sensitive. Pattern sensitivity was found in 28% of patients. The patients, referred because of a television, video- or computer-game seizure, were significantly more sensitive to pattern and to the 50-Hz television (chi square, p < 0.001). More patients are sensitive when playing Super Mario, compared with the standard program (Wilcoxon, p = 0.001) and more sensitive with playing versus viewing (p = 0.016). Of the patients who were referred because of seizures in front of the television, or evoked by a video- or computer game, 14% proved not to be photosensitive. Although no difference in age or use of medication was found, twice as many men were found in this nonphotosensitive group. PMID: 10487177 [PubMed - indexed for MEDLINE

    Glass transition in the quenched and annealed version of the frustrated lattice gas model

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    In this paper we study the 3d frustrated lattice gas model in the annealed version, where the disorder is allowed to evolve in time with a suitable kinetic constraint. Although the model does not exhibit any thermodynamic transition it shows a diverging peak at some characteristic time in the dynamical non-linear susceptibility, similar to the results on the p-spin model in mean field and Lennard-Jones mixture recently found by Donati et al. [cond-mat/9905433]. Comparing these results to those obtained in the model with quenched interactions, we conclude that the critical behavior of the dynamical susceptibility is reminiscent of the thermodynamic transition present in the quenched model, and signaled by the divergence of the static non-linear susceptibility, suggesting therefore a similar mechanism also in supercooled glass-forming liquids.Comment: 8 pages, 14 figure

    Video games are exciting: a European study of videogame‐induced seizures and epilepsy.

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    Epileptic Disord. 2002 Jun;4(2):121-8. Video games are exciting: a European study of video game-induced seizures and epilepsy. Kasteleijn-Nolst Trenité DG, Martins da Silva A, Ricci S, Rubboli G, Tassinari CA, Lopes J, Bettencourt M, Oosting J, Segers JP. Department of Neurology, Medical Centre Alkmaar, PO Box 501, 1800 AM, The Netherlands. [email protected] Abstract BACKGROUND: Video game seizures have been reported in photosensitive and non-photosensitive patients with epilepsy. The game Super Mario World, has led to many cases of first seizures. We examined whether this game was indeed more provocative than other programs and whether playing the game added to this effect. METHODS: We prospectively investigated 352 patients in four European cities, using a standard protocol including testing of a variety of visual stimuli. We correlated historical data on provocative factors in daily life with electroencephalographic laboratory findings. RESULTS: The video game, Super Mario World proved more epileptogenic than standard TV programs and as provocative as programs with flashing lights and patterns. Most striking was the fact that video game-viewing and-playing on the 50 and 100 Hz TV was significantly more provocative than viewing the standard program (P < 0.001, P < 0.05 respectively). Playing the video game Mario World on a 50 Hz TV, appeared to be significantly more provocative than playing this game on the 100 Hz TV (P < 0.001). Of 163 patients with a history of TV-, VG- or CG-seizures, 85% of them showed epileptiform discharges in response to photic stimulation, 44% to patterns, 59% to 50 Hz TV and 29% to 100 Hz TV. CONCLUSIONS: Children and adolescents with a history of video game seizures are, in the vast majority, photosensitive and should be investigated with standardised photic stimulation. Games and programs with bright background or flashing images are specifically provocative. Playing a video game on a 100 Hz TV is less provocative [published with videosequences]. PMID: 12105074 [PubMed - indexed for MEDLINE

    Produção da cenoura e efeito na fertilidade do solo e nutrição decorrente da solarização do solo para controle da tiririca.

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    Dentre os desafios do cultivo orgânico de hortaliças destaca-se o controle de plantas daninhas, devido à proibição do uso de herbicidas. Entre as invasoras, a tiririca (Cyperus rotundus L.) é de difícil controle pela sua alta competitividade. A solarização é uma alternativa para desinfestação do solo, a qual consiste em cobri-lo com plástico transparente, com bons resultados no controle da tiririca. A fim de avaliar a influência do preparo e do revolvimento do solo sobre a eficiência da solarização no controle da tiririca, bem como seu posterior efeito sobre o cultivo da cenoura, foi realizado um experimento na Fazendinha Agroecológica, em Seropédica (RJ). O experimento foi disposto em blocos ao acaso com três repetições, em arranjo fatorial 2 x 3 mais uma testemunha adicional, sendo: 1) solo solarizado, preparado (com grade aradora) e revolvido 30 dias após a solarização (manualmente com auxílio de uma enxada); 2) solo solarizado, preparado e revolvido aos 60 dias; 3) solo solarizado, preparado e não revolvido; 4) solo solarizado, não preparado e revolvido aos 30 dias; 5) solo solarizado, não preparado e revolvido aos 60 dias; 6) solo solarizado, não preparado e não revolvido; solo não solarizado, não preparado e não revolvido (testemunha). A solarização iniciou-se em 29/1/2002, e durou cem dias. A solarização reduziu em 86% a infestação de tiririca no cultivo da cenoura. Até 10 cm de profundidade, a temperatura do solo foi superior nas parcelas solarizadas, porém a 5 cm, a solarização foi mais eficiente quando associada ao preparo do solo, não havendo efeito do revolvimento. A solarização aumentou os valores da biomassa microbiana e dos teores de Ca, Mg e P do solo. O desenvolvimento da cenoura foi influenciado pela solarização que resultou em maior produtividade

    Dynamics of the frustrated Ising lattice gas

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    The dynamical properties of a three dimensional model glass, the frustrated Ising lattice gas (FILG) are studied by Monte Carlo simulations. We present results of compression experiments, where the chemical potential is either slowly or abruptly changed, as well as simulations at constant density. One time quantities like density and two time ones like correlations, responses and mean square displacements are measured, and the departure from equilibrium clearly characterized. The aging scenario, particularly in the case of density autocorrelations is reminiscent of spin glass phenomenology with violations of the Fluctuation-dissipation theorem, typical of systems with one replica symmetry breaking. The FILG, as a valid on-lattice model of structural glasses can be described with tools developed in spin glass theory and, being a finite dimensional model, can open the way for a systematic study of activated processes in glasses.Comment: to appear in Phys. Rev. E, november (2000

    Modeling a mobile group recommender system for tourism with intelligent agents and gamification

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    To provide recommendations to groups of people is a complex task, especially due to the group’s heterogeneity and conflicting preferences and personalities. This heterogeneity is even deeper in occasional groups formed for predefined tour packages in tourism. Group Recommender Systems (GRS) are being designed for helping in situations like those. However, many limitations can still be found, either on their time-consuming configurations and excessive intrusiveness to build the tourists’ profile, or in their lack of concern for the tourists’ interests during the planning and tours, like feeling a greater liberty, diminish the sense of fear/being lost, increase their sense of companionship, and promote the social interaction among them without losing a personalized experience. In this paper, we propose a conceptual model that intends to enhance GRS for tourism by using gamification techniques, intelligent agents modeled with the tourists’ context and profile, such as psychological and socio-cultural aspects, and dialogue games between the agents for the post-recommendation process. Some important aspects of a GRS for tourism are also discussed, opening the way for the proposed conceptual model, which we believe will help to solve the identified limitations.This work was supported by the GrouPlanner Project (POCI-01-0145-FEDER-29178) and by National Funds through the FCT –Fundação para a Ciência e a Tecnologia (Portuguese Foundation for Science and Technology) within the Projects UID/CEC/00319/2019 and UID/EEA/00760/2019

    Anisotropic flow of charged hadrons, pions and (anti-)protons measured at high transverse momentum in Pb-Pb collisions at sNN=2.76\sqrt{s_{\rm NN}}=2.76 TeV

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    The elliptic, v2v_2, triangular, v3v_3, and quadrangular, v4v_4, azimuthal anisotropic flow coefficients are measured for unidentified charged particles, pions and (anti-)protons in Pb-Pb collisions at sNN=2.76\sqrt{s_{\rm NN}} = 2.76 TeV with the ALICE detector at the Large Hadron Collider. Results obtained with the event plane and four-particle cumulant methods are reported for the pseudo-rapidity range η<0.8|\eta|<0.8 at different collision centralities and as a function of transverse momentum, pTp_{\rm T}, out to pT=20p_{\rm T}=20 GeV/cc. The observed non-zero elliptic and triangular flow depends only weakly on transverse momentum for pT>8p_{\rm T}>8 GeV/cc. The small pTp_{\rm T} dependence of the difference between elliptic flow results obtained from the event plane and four-particle cumulant methods suggests a common origin of flow fluctuations up to pT=8p_{\rm T}=8 GeV/cc. The magnitude of the (anti-)proton elliptic and triangular flow is larger than that of pions out to at least pT=8p_{\rm T}=8 GeV/cc indicating that the particle type dependence persists out to high pTp_{\rm T}.Comment: 16 pages, 5 captioned figures, authors from page 11, published version, figures at http://aliceinfo.cern.ch/ArtSubmission/node/186
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