ABSTRACT
Enzymes play a crucial role in various industrial production and pharmaceutical developments, serving as catalysts for numerous biochemical reactions. Determining the optimal catalytic temperature (Topt) of enzymes is crucial for optimizing reaction conditions, enhancing catalytic efficiency, and accelerating the industrial processes. However, due to the limited availability of experimentally determined Topt data and the insufficient accuracy of existing computational methods in predicting Topt, there is an urgent need for a computational approach to predict the Topt values of enzymes accurately. In this study, using phosphatase (EC 3.1.3.X) as an example, we constructed a machine learning model utilizing amino acid frequency and protein molecular weight information as features and employing the K-nearest neighbors regression algorithm to predict the Topt of enzymes. Usually, when conducting engineering for enzyme thermostability, researchers tend not to modify conserved amino acids. Therefore, we utilized this machine learning model to predict the Topt of phosphatase sequences after removing conserved amino acids. We found that the predictive model's mean coefficient of determination (R2) value increased from 0.599 to 0.755 compared to the model based on the complete sequences. Subsequently, experimental validation on 10 phosphatase enzymes with undetermined optimal catalytic temperatures shows that the predicted values of most phosphatase enzymes based on the sequence without conservative amino acids are closer to the experimental optimal catalytic temperature values. This study lays the foundation for the rapid selection of enzymes suitable for industrial conditions.
Subject(s)
Amino Acids , Machine Learning , Temperature , Amino Acids/chemistry , Amino Acids/metabolism , Phosphoric Monoester Hydrolases/metabolism , Phosphoric Monoester Hydrolases/chemistry , Catalysis , Enzyme Stability , Algorithms , Conserved Sequence , Amino Acid SequenceABSTRACT
Increased aggression due to gaming addiction is a widespread and highly publicized problem. The underlying processes by which verbal aggression, a more harmful and persistent subcategory of aggression, is affected by gaming addiction may differ from other types of aggression. In this study, data came from 252 randomly recruited current university students (50.79% male, mean age 19.60 years, SD: 1.44 years, range 17 to 29 years). Participants reported gaming addiction and different types of aggression through questionnaires. In addition, two important explanatory processes, inhibitory control, and risk preference, were measured through behavioral experiments. A Bayesian hierarchical drift-diffusion model was employed to interpret the data from the risk preference task. In contrast to previous work, the study found that inhibitory control did not significantly correlate with either gaming addiction or any form of aggression However, the drift rate, a measure of decision-making inclination under risk, partially mediates the relationship between gaming addiction and verbal aggression (but not other forms of aggression). The findings illuminate risk preference under adverse conditions as a key predictor of verbal aggression, offering avenues for early intervention and suggesting game design modifications to mitigate verbal aggression by adjusting reward mechanisms.
ABSTRACT
The fear of missing out is a generalized anxiety stemming from the possibility of not being present at new events or advantageous situations of others. To explore potential mechanisms, a survey measuring the impact of event, coping style, anxiety, and fear of missing out was conducted with 1,014 college students (367 males and 647 females, aged 19-24 years). In addition, the study delved deeper into the dimensions of intrusion, avoidance, and hyperarousal concerning the impact of event, examining their roles in coping style, anxiety, and fear of missing out. Results showed that: (1) The impact of event could predict the fear of missing out positively. (2) A more positive coping style is negatively associated with anxiety. (3) A chain mediation effect of coping style and anxiety is observed in the path from hyperarousal and avoidance to the fear of missing out. (4) In contrast to the hyperarousal or avoidance, the path from intrusion to the fear of missing out is mediated by anxiety but not coping style. These findings motivate us to implement different intervention tactics for varying impacts of events.
ABSTRACT
Income poverty is associated with an enhanced tendency to avoid losses in economic decisions, which can be driven by a response bias (risk avoidance) and a valuation bias (loss aversion). However, the impact of non-income dimensions of poverty on these biases remains unclear. The current study tested the impact of material hardship on these biases, and the mediating effects of anxiety, depression, and cognitive control in these associations. Healthy adults (N = 188) completed questionnaire and behavioral measures of the variables. Results of regression-based analyses showed that participants who reported higher material hardship exhibited greater response bias, but not valuation bias. This effect was mediated by anxiety. Although material hardship predicted lower cognitive control, cognitive control did not mediate the association between material hardship and either type of bias. These findings suggest that material hardship may lead to economic decision-making biases because it impacts emotional states rather than cognitive control.
Subject(s)
Anxiety , Decision Making , Poverty , Humans , Female , Male , Adult , Anxiety/psychology , Young Adult , Poverty/psychology , Executive Function/physiology , Middle Aged , Depression/psychology , AdolescentABSTRACT
Background: The question of how video games can shape aggressive behaviors has been a focus for many researchers. Previous research has focused on how violent video game content leads to postgame aggressive behaviors. However, video games not only convey violence or prosocial content to players but also require cognitive effort from individuals. Since human cognitive resources are limited, consuming more cognitive resources in a game leads to less cognitive resources to suppress aggressive impulses. Therefore, the depletion of cognitive resources from playing video games may also lead to changes in postgame aggressive behaviors. Objective: This study aimed to examine the relationship between cognitive resources consumed in video games and postgame aggressive behaviors. Methods: A total of 60 participants (age: mean 20.22; range 18-24 y) were randomly assigned to either the high-load group or the low-load group. Participants from both groups played a video game centered around college life. In the low-load group, participants followed the gameplay instructions to complete it. In the high-load group, participants were given an extra digital memory task to complete while playing the game. Participants in both groups played the video game for about 25 minutes. A maze selection task was then conducted to measure the participants' helping and hurting behaviors. Results: The independent samples 2-tailed t tests showed that the high-load group had significantly higher hurting scores (mean 3.13, SD 2.47) than the low-load group (mean 1.90, SD 2.12; t58=-2.07, P=.04; Cohen d=-0.535), whereas helping behaviors were not significantly affected (t58=1.52, P=.13; Cohen d=0.393). Conclusions: As more cognitive resources are consumed in a video game, more hurting behaviors are exhibited after the game. This finding proposes an alternative route by which video games impact aggressive behaviors, adding to previous theories and raising concerns about the popularity of cognitive training games.
ABSTRACT
The association between excessive screen media use and mental health problems has attracted widespread attention. The literature to date has neglected the biological mechanisms underlying such a relationship and failed to distinguish between different types of screen media activities. A sample from the Adolescent Brain and Cognitive Development study was used in the present study to elucidate the longitudinal associations between specific types of screen media use, brain development, and diverse mental health problems. The results showed that different types of screen media use have differentiated associations with mental health problems, subcortical volume, and cortical-subcortical connectivity. Specifically, more passive media use was associated with increased rule-breaking behavior, while more video game playing was associated with increased withdrawn/depressed symptoms. In addition, more social media use was associated with a reduced volume of the hippocampus, caudate, and thalamus proper. More research is needed to examine the differential effects of screen media use on neurodevelopmental processes and mental health problems across adolescence.
ABSTRACT
Cognitive control, although it has limited capacity, serves an essential role in supporting a broad range of cognitive functions. The backward masking majority function task (MFT-M) is a validated behavioural method for measuring the capacity of cognitive control (CCC), but the administration is lengthy. We tested the relative efficiency of administering the MFT-M using an adaptive method based on the principles of computerised adaptive testing (CAT). Participants were 40 healthy young adults aged 18-26. Scores on the adaptive version were highly correlated with scores based on the original approach to administration and showed high test-retest reliability. In addition, compared with the original task of 864 trials (about 86 min), less than 216 trials (20 min) were required in the adaptive version. The results suggest that CAT is a valid and more efficient method for assessing CCC than the MFT-M. This study provides an example of adaptive trial selection in task administration, an approach that can advance the methodology of behavioural science.
Subject(s)
Cognition , Reproducibility of ResultsABSTRACT
Previous research has identified exposure to interparental conflict (IPC) in childhood as a risk factor for young adults' depression. However, there is still a lack of understanding of the underlying mediating mechanisms of this association. Driven by the spillover hypothesis, the present study investigated whether maternal antipathy and neglect, and in turn unmet psychological needs, mediated the relation between IPC and early adulthood depression in a sample of 347 undergraduate students (M = 23.27 years; SD = 0.86; 57.05% women) in China. The participants completed self-report measures of IPC, maternal care, satisfaction of basic psychological needs, and depression. Structural equation modeling revealed that: (a) IPC was positively associated with early adulthood depression; (b) this association was sequentially mediated by inadequate maternal care (i.e., antipathy and neglect) and by unsatisfied psychological needs. These findings suggest that efforts to prevent depression should focus on reducing not only IPC, but also inadequate maternal care and unmet psychological needs.
Subject(s)
Family Conflict , Personal Satisfaction , Adult , China , Depression/epidemiology , Family Conflict/psychology , Female , Humans , Male , Young AdultABSTRACT
There is mixed evidence regarding whether video games affect executive function. The inconsistent results in this area may have to do with researchers' conceptualizations of executive function as a unified construct or as a set of independent skills. In the current study, 120 university students were randomly assigned to play a video game or to watch a screen record of the video game. They then completed a series of behavioral tasks to assess the shifting, updating and inhibiting subcomponents of executive function. Scores on these tasks were also used as indicators of a component-general latent variable. Results based on analysis of covariance showed that, as predicted, the inhibition subcomponent, but not the updating or the shifting subcomponent, was significantly enhanced after gaming. The component-general executive function was not enhanced after gaming once the results were controlled for other subcomponents. The results were unrelated to participants' self-reported positive and negative affect. The findings add key evidence to the literature on executive function and potentially contribute to the therapeutic use of video games to maintain executive function in the aged population.
Subject(s)
Video Games , Aged , Executive Function , Humans , Inhibition, PsychologicalABSTRACT
Research has shown that violent video games induce attentional bias toward aggressive information. However, the effects of prosocial video games on selective attention are poorly understood. This study investigated attentional bias toward prosocial stimuli at different presentation durations (i.e., 100, 500, and 1,250 milliseconds [ms]) after short-term prosocial video game exposure. Sixty males (mean age: 20.26 years; range: 19-23 years) participated in this study. Half of them played a prosocial video game for 30 minutes, whereas others played a neutral one. A spatial cueing paradigm was then used to investigate attentional bias. Results showed that there was both attention orientation and difficulty in attention disengagement toward prosocial stimuli when the presentation lasted 100 ms in the prosocial game group, but not in the neutral group. There was no group difference at 500 or 1,250 ms, suggesting that the attentional bias toward prosocial information might occur at the early stages of cognitive processing. These results provided initial evidence of the influence of prosocial video games on cognitive processing and advanced our understanding of related theories.
Subject(s)
Attentional Bias , Social Interaction , Video Games/psychology , Humans , Male , Young AdultABSTRACT
Cognitive control serves as a core construct, with limited capacity, to support executive functions and other higher-level mental processes such as intellectual activity. Although previous studies have investigated the development of executive functions during specific age periods, the development of the capacity of cognitive control (CCC) from early childhood to late adolescence and the heritability of the CCC have yet to be delineated. In this study, we estimated the CCC based on the performance of a perceptual decision-making task in monozygotic (n = 95) and dizygotic (n = 81) twin pairs with an age range from 6 to 18 years and in a reference young adult group (n = 41, mean age = 26.15 years). In addition, the intelligence quotient (IQ) of these participants was assessed using the Wechsler Intelligence Scales. We found an increase in the CCC from 1.55 bits per second (bps) at age 6 years to its 95% capacity of 3.87 bps at age 21 years, with a reduced growth rate as a function of age. The estimated heritability of the CCC was 0.66, and shared and non-shared environmental influences on the CCC were 0.18 and 0.16, respectively. The CCC was significantly correlated to IQ (r = 0.34). These findings indicate that the CCC is developed throughout the school years, is highly heritable, and is associated with higher-level cognition.
Subject(s)
Aptitude/physiology , Executive Function/physiology , Human Development/physiology , Intelligence/physiology , Psychomotor Performance/physiology , Adolescent , Adult , Child , Female , Humans , Male , Young AdultABSTRACT
Previous research has focused primarily on corporal punishment as a cause and adolescents' physical aggression as an outcome. However, there is a large gap in knowledge of the potentially bidirectional association and explanatory mechanism underlying the association between corporal punishment and physical aggression. The current study, using a longitudinal design across three time points (the fall semester of 7th grade, the fall of 8th grade, and the fall of 9th grade), aimed to a) examine the reciprocal processes between corporal punishment and physical aggression, and b) explore whether deviant peer affiliation may explain such reciprocal connections. Only adolescents participating in all the three time points were included in this study, resulting in a final sample of 342 adolescents (175 boys, 167 girls) who completed questionnaires regarding corporal punishment, deviant peer affiliation, and aggression. Gender, age and socioeconomic status were controlled for in the analyses. Autoregressive cross-lagged models showed that the results did not support the direct reciprocal effect between corporal punishment and physical aggression among Chinese adolescents. A direct longitudinal link from corporal punishment to physical aggression was found, however, the inverse association was not significant. Moreover, regarding the longitudinal underlying process, in one direction, corporal punishment at 7th grade predicted higher levels of deviant peer affiliation at 8th grade. In turn, higher deviant peer affiliation at 8th grade predicted increased physical aggression at 9th grade. At the same time, in the other direction, adolescent physical aggression at 7th grade significantly predicted deviant peer affiliation at 8th grade. In turn, higher deviant peer affiliation at 8th grade predicted decreased corporal punishment at 9th grade. Identifying the direct and underlying reciprocal processes between corporal punishment and adolescent physical aggression has important implications for an integrative framework of theory and prevention.