6,404 research outputs found

    Do television and electronic games predict children's psychosocial adjustment? Longitudinal research using the UK Millennium Cohort Study

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    Background: Screen entertainment for young children has been associated with several aspects of psychosocial adjustment. Most research is from North America and focuses on television. Few longitudinal studies have compared the effects of TV and electronic games, or have investigated gender differences. Purpose: To explore how time watching TV and playing electronic games at age 5 years each predicts change in psychosocial adjustment in a representative sample of 7 year-olds from the UK. Methods: Typical daily hours viewing television and playing electronic games at age 5 years were reported by mothers of 11 014 children from the UK Millennium Cohort Study. Conduct problems, emotional symptoms, peer relationship problems, hyperactivity/inattention and prosocial behaviour were reported by mothers using the Strengths and Difficulties Questionnaire. Change in adjustment from age 5 years to 7 years was regressed on screen exposures; adjusting for family characteristics and functioning, and child characteristics. Results: Watching TV for 3 h or more at 5 years predicted a 0.13 point increase (95% CI 0.03 to 0.24) in conduct problems by 7 years, compared with watching for under an hour, but playing electronic games was not associated with conduct problems. No associations were found between either type of screen time and emotional symptoms, hyperactivity/inattention, peer relationship problems or prosocial behaviour. There was no evidence of gender differences in the effect of screen time. Conclusions: TV but not electronic games predicted a small increase in conduct problems. Screen time did not predict other aspects of psychosocial adjustment. Further work is required to establish causal mechanisms

    Generalizing Boolean Satisfiability I: Background and Survey of Existing Work

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    This is the first of three planned papers describing ZAP, a satisfiability engine that substantially generalizes existing tools while retaining the performance characteristics of modern high-performance solvers. The fundamental idea underlying ZAP is that many problems passed to such engines contain rich internal structure that is obscured by the Boolean representation used; our goal is to define a representation in which this structure is apparent and can easily be exploited to improve computational performance. This paper is a survey of the work underlying ZAP, and discusses previous attempts to improve the performance of the Davis-Putnam-Logemann-Loveland algorithm by exploiting the structure of the problem being solved. We examine existing ideas including extensions of the Boolean language to allow cardinality constraints, pseudo-Boolean representations, symmetry, and a limited form of quantification. While this paper is intended as a survey, our research results are contained in the two subsequent articles, with the theoretical structure of ZAP described in the second paper in this series, and ZAP's implementation described in the third

    Generalizing Boolean Satisfiability II: Theory

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    This is the second of three planned papers describing ZAP, a satisfiability engine that substantially generalizes existing tools while retaining the performance characteristics of modern high performance solvers. The fundamental idea underlying ZAP is that many problems passed to such engines contain rich internal structure that is obscured by the Boolean representation used; our goal is to define a representation in which this structure is apparent and can easily be exploited to improve computational performance. This paper presents the theoretical basis for the ideas underlying ZAP, arguing that existing ideas in this area exploit a single, recurring structure in that multiple database axioms can be obtained by operating on a single axiom using a subgroup of the group of permutations on the literals in the problem. We argue that the group structure precisely captures the general structure at which earlier approaches hinted, and give numerous examples of its use. We go on to extend the Davis-Putnam-Logemann-Loveland inference procedure to this broader setting, and show that earlier computational improvements are either subsumed or left intact by the new method. The third paper in this series discusses ZAPs implementation and presents experimental performance results

    Generalizing Boolean Satisfiability III: Implementation

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    This is the third of three papers describing ZAP, a satisfiability engine that substantially generalizes existing tools while retaining the performance characteristics of modern high-performance solvers. The fundamental idea underlying ZAP is that many problems passed to such engines contain rich internal structure that is obscured by the Boolean representation used; our goal has been to define a representation in which this structure is apparent and can be exploited to improve computational performance. The first paper surveyed existing work that (knowingly or not) exploited problem structure to improve the performance of satisfiability engines, and the second paper showed that this structure could be understood in terms of groups of permutations acting on individual clauses in any particular Boolean theory. We conclude the series by discussing the techniques needed to implement our ideas, and by reporting on their performance on a variety of problem instances

    Online mechanism design for electric vehicle charging

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    The rapid increase in the popularity of electric vehicles (EVs) and plug-in hybrid electric vehicles (PHEVs) is expected to place a considerable strain on the existing electricity grids, due to the high charging rates these vehicles require. In many places, the limited capacity of the local electricity distribution network will be exceeded if many such vehicles are plugged in and left to charge their batteries simultaneously. Thus, it will become increasingly important to schedule the charging of these vehicles, taking into account the vehicle owners’ preferences, and the local constraints on the network. In this paper, we address this setting using online mechanism design and develop a mechanism that incentivises agents (representing vehicle owners) to truthfully reveal their preferences, as well as when the vehicle is available for charging. Existing related online mechanisms assume that agent preferences can be described by a single parameter. However, this is not appropriate for our setting since agents are interested in acquiring multiple units of electricity and can have different preferences for these units, depending on factors such as their expected travel distance. To this end, we extend the state of the art in online mechanism design to multi-valued domains, where agents have non-increasing marginal valuations for each subsequent unit of electricity. Interestingly, we show that, in these domains, the mechanism occasionally requires leaving electricity unallocated to ensure truthfulness. We formally prove that the proposed mechanism is dominant-strategy incentive compatible, and furthermore, we empirically evaluate our mechanism using data from a real-world trial of electric vehicles in the UK. We show that our approach outperforms any fixed price mechanism in terms of allocation efficiency, while performing only slightly worse than a standard scheduling heuristic, which assumes non-strategic agents
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