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10.2196/30482 ◽  
2021 ◽  
Vol 9 (4) ◽  
pp. e30482
Author(s):  
Kim Martinez ◽  
Maria Isabel Menéndez-Menéndez ◽  
Andres Bustillo

Background Depression and anxiety in children and adolescents are major health problems worldwide. In recent years, serious games research has advanced in the development of tools to address these mental health conditions. However, there has not been an extensive analysis of these games, their tendencies, and capacities. Objective This review aims to gather the most current serious games, published from 2015 to 2020, with a new approach focusing on their applications: awareness, prevention, detection, and therapy. The purpose is also to analyze the implementation, development, and evaluation of these tools to obtain trends, strengths, and weaknesses for future research lines. Methods The identification of the serious games through a literature search was conducted on the databases PubMed, Scopus, Wiley, Taylor and Francis, Springer, PsycINFO, PsycArticles, Web of Science, and Science Direct. The identified records were screened to include only the manuscripts meeting these criteria: a serious game for PC, smartphone, or virtual reality; developed by research teams; targeting only depression or anxiety or both; aiming specifically at children or adolescents. Results A total of 34 studies have been found that developed serious games for PC, smartphone, and virtual reality devices and tested them in children and adolescents. Most of the games address both conditions and are applied in prevention and therapy. Nevertheless, there is a trend that anxiety is targeted more in childhood and depression targeted more in adolescence. Regarding design, the game genres arcade minigames, adventure worlds, and social simulations are used, in this order. For implementation, these serious games usually require sessions of 1 hour and are most often played using a PC. Moreover, the common evaluation tools are normalized questionnaires that measure acquisition of skills or reduction of symptoms. Most studies collect and compare these data before and after the participants play. Conclusions The results show that more awareness and detection games are needed, as well as games that mix the awareness, prevention, detection, and therapy applications. In addition, games for depression and anxiety should equally target all age ranges. For future research, the development and evaluation of serious games should be standardized, so the implementation of serious games as tools would advance. The games should always offer support while playing, in addition to collecting data on participant behavior during the game to better analyze their learning. Furthermore, there is an open line regarding the use of virtual reality for these games due to the capabilities offered by this technology.


2021 ◽  
Vol 2125 (1) ◽  
pp. 012014
Author(s):  
Yue Zhang ◽  
Dongping Wang

Abstract With the increase of the speed of fast freight train, the aerodynamic effect of freight train in open-line intersection is more obvious. However, at present, there are many domestic researches on the aerodynamic characteristics of high-speed train open-line intersection, and almost no researches on fast freight train. Therefore, it is of great significance to study the aerodynamic characteristics of open line intersection of fast freight train in order to improve the safe operation of freight train in China. Based on the theory of computational fluid dynamics and finite volume method, uses FLUENT software to numerically calculate the three-dimensional, unsteady, compressible and turbulent flow fields in open line intersection of fast freight train at different speeds. The calculations results indicate that: when two freight trains meet, the amplitude of the pressure wave at the intersection side is the largest and the closer to the train bottom, the greater the amplitude of the pressure wave. The pressure amplitude of the bottom measuring point is 34.09% higher than that of the top measuring point. When two cars intersect at the same speed, the higher the speed, the greater the pressure amplitude and the pressure amplitude is proportional to the square of the speed. The fitting formula is: ΔP = cV2 ; When two trains intersect at different speeds, the impact on freight train with lower speed is greater than higher one.


2021 ◽  
Vol 10 (2) ◽  
pp. 144-156
Author(s):  
Enkin Asrawijaya

The Kendeng Mountains, which are rich of limestone, clay, spring and other varying mining sources, are a strategic choice for establishing a cement factory. The plan to establish a cement factory was supported by government but was opposed by the Samin community along with Kendeng farmers. This study aims to discuss the resistance of the Samin (Sedulur Sikep) indigenous people to extractive companies. To discuss this article, we need a theory that can be used to analyze how these volunteers grow and work. This theory is Parsons’ volunteer Action theory. Meanwhile, the research method used was an ethnographic approach. The results showed that the strength gained by the Samin community is the awareness of striving to uphold the maturity of its members through the spirit of a volunteer. This voluntary spirit is developed by cultivating farmer solidarity. Some actors have good rhetorical abilities so that the JMPPK is established to move with an active and open line of resistance.


2021 ◽  
Author(s):  
Kim Martinez ◽  
Maria Isabel Menéndez-Menéndez ◽  
Andres Bustillo

BACKGROUND Depression and anxiety in children and adolescents are major health problems worldwide. In recent years, serious games research has advanced in the development of tools to address these mental health conditions. However, there has not been an extensive analysis of these games, their tendencies, and capacities. OBJECTIVE This review aims to gather the most current serious games, published from 2015 to 2020, with a new approach focusing on their applications: awareness, prevention, detection, and therapy. The purpose is also to analyze the implementation, development, and evaluation of these tools to obtain trends, strengths, and weaknesses for future research lines. METHODS The identification of the serious games through a literature search was conducted on the databases PubMed, Scopus, Wiley, Taylor and Francis, Springer, PsycINFO, PsycArticles, Web of Science, and Science Direct. The identified records were screened to include only the manuscripts meeting these criteria: a serious game for PC, smartphone, or virtual reality; developed by research teams; targeting only depression or anxiety or both; aiming specifically at children or adolescents. RESULTS A total of 34 studies have been found that developed serious games for PC, smartphone, and virtual reality devices and tested them in children and adolescents. Most of the games address both conditions and are applied in prevention and therapy. Nevertheless, there is a trend that anxiety is targeted more in childhood and depression targeted more in adolescence. Regarding design, the game genres arcade minigames, adventure worlds, and social simulations are used, in this order. For implementation, these serious games usually require sessions of 1 hour and are most often played using a PC. Moreover, the common evaluation tools are normalized questionnaires that measure acquisition of skills or reduction of symptoms. Most studies collect and compare these data before and after the participants play. CONCLUSIONS The results show that more awareness and detection games are needed, as well as games that mix the awareness, prevention, detection, and therapy applications. In addition, games for depression and anxiety should equally target all age ranges. For future research, the development and evaluation of serious games should be standardized, so the implementation of serious games as tools would advance. The games should always offer support while playing, in addition to collecting data on participant behavior during the game to better analyze their learning. Furthermore, there is an open line regarding the use of virtual reality for these games due to the capabilities offered by this technology.


Author(s):  
Giacomo Borraccini ◽  
Stefano Straullu ◽  
Alessio Ferrari ◽  
Emanuele Virgillito ◽  
Stefano Bottacchi ◽  
...  

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