ABSTRACT
Plant density is increasing in modern olive orchards to improve yields and facilitate mechanical harvesting. However, greater density can reduce light quantity and modify its quality. The objective was to evaluate plant morphology, biomass, and photosynthetic pigments under different red/far-red ratios and photosynthetically active radiation (PAR) combinations in an olive cultivar common to super-high-density orchards. In a greenhouse, young olive trees (cv. Arbequina) were exposed to low (L) or high (H) PAR with or without lateral FR supplementation (L+FR, L-FR, H+FR, H-FR) using neutral-density shade cloth and FR light-emitting diode (LED) modules. Total plant and individual organ biomass were much lower in plants under low PAR than under high PAR, with no response to +FR supplementation. In contrast, several plant morphological traits, such as main stem elongation, individual leaf area, and leaf angle, did respond to both low PAR and +FR. Total chlorophyll content decreased with +FR when PAR was low, but not when PAR was high (i.e., a significant FR*PAR interaction). When evaluating numerous plant traits together, a greater response to +FR under low PAR than under high PAR appeared to occur. These findings suggest that consideration of light quality in addition to quantity facilitates a fuller understanding of olive tree responses to a light environment. The +FR responses found here could lead to changes in hedgerow architecture and light distribution within the hedgerow.
ABSTRACT
During COVID-19 pandemic, quality of living was impacted by social isolation, loneliness, and altered sleep habits. The aims of this study were (1) to examine the relationship between physical activity (PA) levels with insomnia and loneliness among adults during Spain's first COVID-19 wave of lockdown and its impact on women and (2) to examine the digital technologic resources used to support both PA and other recreational activities in women. A cross-sectional design was used. An anonymous 15-min online survey was conducted in Spain to adults (≥ 18 years old) during the first COVID-19 lockdown, a 40-day period. A snowball distribution method was employed using personal email and social networks (Facebook, Whatsapp, Linkedin, Twitter). Variables studied included: socio-demographic items, insomnia, loneliness, PA, and digital technologic resources. A total of 996 adults (females = 663, 66.6%) completed the survey. Higher education levels were associated with greater PA levels (p-value < 0.001). Women presented with higher insomnia risk than men with low PA levels (OR = 1.9, CI = 1.25; 2.95). Living with family members or other individuals was related to lower insomnia risk. A strong correlation between medium-high PA levels was found with greater digital technology resources (DTS) than individuals with low PA levels. Females used significantly more DTS than males (p-value < 0.001). No significant associations between DTS were found with age or academic education level. PA levels, sex, and loneliness were related to insomnia risk. A strong correlation between PA and DTS use was observed. Participants with medium-high PA levels and females use them more than those with low PA levels and males. We recommend promoting the PA through digital technologies for women. This recommendation would also improve sleep disorders in women who present higher insomnia risks than men.
Subject(s)
COVID-19 , Sleep Initiation and Maintenance Disorders , Male , Adult , Humans , Female , Adolescent , COVID-19/epidemiology , Loneliness , Sleep Initiation and Maintenance Disorders/epidemiology , Pandemics , Cross-Sectional Studies , Communicable Disease Control , ExerciseABSTRACT
A key factor for successfully implementing gamified learning platforms is making students interact with the system from multiple digital platforms. Learning platforms that try to accomplish all their objectives by concentrating all the interactions from users with them are less effective than initially believed. Conversational bots are ideal solutions for cross-platform user interaction. In this paper, an open student-player model is presented. The model includes the use of machine learning techniques for online adaptation. Then, an architecture for the solution is described, including the open model. Finally, the chatbot design is addressed. The chatbot architecture ensures that its reactive nature fits into our defined architecture. The approach's implementation and validation aim to create a tool to encourage kids to practice multiplication tables playfully.
Subject(s)
Gamification , Students , Humans , Software , CommunicationABSTRACT
Sphingosine-1-phosphate (S1P), a bioactive signaling lipid, is involved in several vital processes, including cellular proliferation, survival and migration, as well as neovascularization and inflammation. Its critical role in the development and progression of cancer is well documented. The metabolism of S1P, which exerts its effect mainly via five G protein-coupled receptors (S1PR1-5 ), is tightly regulated. S1P-lyase (SGPL1) irreversibly cleaves S1P in the final step of sphingolipid catabolism and exhibits remarkably decreased enzymatic activity in tumor samples. In this study, we used SGPL1-deficient (Sgpl1-/- ) mouse embryonic fibroblasts (MEFs) and investigated the impact of S1P on glucose metabolism. Accumulated S1P activates, via its receptors (S1PR1-3 ), hypoxia-inducible factor 1 and stimulates the expression of proteins involved in glucose uptake and breakdown, indicating that Sgpl1-/- cells, like cancer cells, prefer to convert glucose to lactate even in the presence of oxygen. Accordingly, their rate of proliferation is significantly increased. Activation of the Akt/mTOR pathway and hence down-regulation of autophagy indicate that these changes do not negatively affect the cellular energy status. In summary, we report on a newly identified role of the S1P/S1PR1-3 axis in glucose metabolism in SGPL1-deficient MEFs.
Subject(s)
Aldehyde-Lyases , Fibroblasts , Proto-Oncogene Proteins c-akt , Animals , Mice , Carcinogenesis/metabolism , Cell Transformation, Neoplastic/metabolism , Fibroblasts/metabolism , Glucose/metabolism , Hypoxia-Inducible Factor 1/metabolism , Lactates/metabolism , Lysophospholipids/metabolism , Oxygen , Proto-Oncogene Proteins c-akt/metabolism , Sphingolipids/metabolism , Sphingosine/metabolism , TOR Serine-Threonine Kinases/metabolism , Aldehyde-Lyases/genetics , Mice, KnockoutABSTRACT
This paper analyzes different player type models and game elements in the literature, particularly focusing on the case of online games. Research based on an exploratory study is presented; it aims to explore the different types of interaction with gameful digital applications. The study is based on a survey and provides findings from the literature review and empirical insights about users' differences and preferences regarding game elements. The results reveal demographics regarding player profiles and the relationships between gender, age, culture, and the influence of different game design elements and platforms. The main contribution of this study fulfills the need for knowledge about the relationship between game element design, platforms/devices, and players (types and preferences).
Subject(s)
Video Games , Female , Humans , Male , Surveys and QuestionnairesABSTRACT
Pressure injuries are wounds caused by reduced blood circulation for regular and repetitive periods when pressing the human body against a hard surface. It is a pathology that needs daily preventive care and health promotion to avoid incidences. Thus, this article aims to validate a platform based on the gamified collaborative practices model to prevent pressure injuries. The methodological contribution is Design Science, and the software was evaluated by 16 wheelchair users who aimed at usability (SUS), user experience (UEQ), and ability to promote the system (NPS). In addition to creating a collaborative network using the interactions that occurred during the platform's use. Wheelchair users rated 73.28 for SUS; on the UEQ benchmark scales, they classified: excellent (efficiency, dependability, stimulation, and novelty), good (attractiveness), and above-average (perspicuity) and in NPS obtained 62.5%. Moreover, they provided feedback to improve and legitimize that gamification positively interfered in the execution of collaborative practices. In the end, it is possible to suppose that the prototype contributes to the prevention of pressure injuries. In addition, it is possible to adapt it to apply to other pathologies that require continuous health care such as diabetes, mental illness, heart disease, addictions, multiple sclerosis, cancer, among others, maximizing its purpose.
Subject(s)
Multiple Sclerosis , Pressure Ulcer , Wheelchairs , HumansABSTRACT
BACKGROUND: Digital health literacy (DHL) increases the self-efficacy and empowerment of pregnant and lactating women (PLW) in using the Internet for health issues. The European project IC-Health aimed to improve DHL among PLW, through the co-creation of Massive Open Online Courses (MOOCs). METHODS: The co-creation of the MOOCs included focus groups and the creation of communities of practice (CoPs) with PLW and healthcare professionals aimed to co-design the MOOCs. The quantitative measures of MOOCs' acceptability, experience in the co-creation process and increase in DHL (dimensions of finding, understanding and appraisal) were assessed. RESULTS: 17 PLW participated in focus groups, 113 participants were included in CoPs and 68 participants evaluated the acceptability of MOOCs. A total of 6 MOOCs aimed at improving PLW's DHL were co-designed. There was a significant improvement in self-perceived DHL after using MOOCs (p-value < 0.001). The acceptability of MOOCs and co-creation experience were positively valued. CONCLUSIONS: The preliminary results of the quantitative assessment showed a higher self-perceived DHL after the IC-Health MOOCs. These results suggest that IC-Health MOOCs and the co-creation methodology appear to be a viable process to carry out an intervention aimed to improve DHL levels in European PLW.
Subject(s)
Education, Distance , Health Literacy , Education, Distance/methods , Female , Health Personnel , Humans , Lactation , PregnancyABSTRACT
BACKGROUND: Self-management education is a fundamental aspect in the health care of people with diabetes to develop the necessary skills for the improvement of health outcomes. Patients are required to have the competencies to manage electronic information resources-that is, an appropriate level of digital health literacy. The European project IC-Health aimed to improve digital health literacy among people with diabetes through the cocreation of massive open online courses (MOOCs). OBJECTIVE: We report the preliminary results obtained in 3 participating countries in the IC-Health project (Italy, Spain, and Sweden) regarding (1) experience of the participants during the cocreation process of MOOCs, (2) perceived changes in their digital health literacy level after using MOOCs, and (3) a preliminary assessment of the acceptability of MOOCs. METHODS: The cocreation of the MOOCs included focus groups with adults and adolescents with diabetes and the creation of independent communities of practice for type 1 diabetes and type 2 diabetes participants aimed to co-design the MOOCs. Quantitative measures of the acceptability of MOOCs, experience in the cocreation process, and increase in digital health literacy (dimensions of finding, understanding, and appraisal) were assessed. RESULTS: A total of 28 participants with diabetes participated in focus groups. Adults and adolescents agreed that the internet is a secondary source of health-related information. A total of 149 participants comprised the diabetes communities of practice. A total of 9 MOOCs were developed. Acceptability of the MOOCs and the cocreation experience were positively valued. There was a significant improvement in digital health literacy in both adults and adolescents after using MOOCs (P<.001). CONCLUSIONS: Although the results presented on self-perceived digital health literacy are preliminary and exploratory, this pilot study suggests that IC-Health MOOCs represent a promising tool for the medical care of diabetes, being able to help reduce the limitations associated with low digital health literacy and other communication barriers in the diabetes population.
ABSTRACT
Research on affective communication for socially assistive robots has been conducted to enable physical robots to perceive, express, and respond emotionally. However, the use of affective computing in social robots has been limited, especially when social robots are designed for children, and especially those with autism spectrum disorder (ASD). Social robots are based on cognitive-affective models, which allow them to communicate with people following social behaviors and rules. However, interactions between a child and a robot may change or be different compared to those with an adult or when the child has an emotional deficit. In this study, we systematically reviewed studies related to computational models of emotions for children with ASD. We used the Scopus, WoS, Springer, and IEEE-Xplore databases to answer different research questions related to the definition, interaction, and design of computational models supported by theoretical psychology approaches from 1997 to 2021. Our review found 46 articles; not all the studies considered children or those with ASD.
Subject(s)
Autism Spectrum Disorder , Robotics , Child , Communication , Emotions , Humans , Social BehaviorABSTRACT
This article performs a Systematic Review of studies to answer the question: What are the researches related to the learning process with (Serious) Business Games using data collection techniques with Electroencephalogram or Eye tracking signals? The PRISMA declaration method was used to guide the search and inclusion of works related to the elaboration of this study. The 19 references resulting from the critical evaluation initially point to a gap in investigations into using these devices to monitor serious games for learning in organizational environments. An approximation with equivalent sensing studies in serious games for the contribution of skills and competencies indicates that continuous monitoring measures, such as mental state and eye fixation, proved to identify the players' attention levels effectively. Also, these studies showed effectiveness in the flow at different moments of the task, motivating and justifying the replication of these studies as a source of insights for the optimized design of business learning tools. This study is the first systematic review and consolidates the existing literature on user experience analysis of business simulation games supported by human-computer interfaces.
Subject(s)
Video Games , Computers , Humans , Problem Solving , Psychotherapy , User-Computer InterfaceABSTRACT
Drought-sensitive crops are threatened as a consequence of limited available water due to climate change. The cultivated potato (Solanum tuberosum) is susceptible to drought and within its wild relative species, Solanum kurtzianum is the Argentinian wild potato species best adapted to arid conditions. However, its physiological responses to water deficit (WD) are still missing. Within the distribution of S. kurtzianum, genotypes could be adapted to differential precipitation regimes. The aim of this work was to evaluate responses of three S. kurtzianum genotypes collected at 1100 (G1), 1900 (G2) and 2100â¯m a.s.l. (G3) to moderate and severe WD. Treatments were imposed since flowering and lasted 36 days. Yield components, morpho-physiological and biochemical responses; and phenotypic plasticity were evaluated. The three genotypes presented mechanisms to tolerate both WD treatments. G1 presented the lowest yield reduction under moderate WD, mainly through a rapid stomatal closure and a modest vegetative growth. The differences among genotypes suggest that local adaptation is taking place within its natural habitat. Also, G2 presented environmentally induced shifts in plasticity for stomatal length and carotenoids, suggesting that phenotypic plasticity has a role in acclimation of plants to WD until selection works.
Subject(s)
Altitude , Droughts , Genotype , Solanum/physiology , Water/physiology , Argentina , Solanum/geneticsABSTRACT
Plants acclimate to shade by sensing light signals such as low photosynthetic active radiation (PAR), low blue light (BL) levels and low red-to-far red ratios (R:FR) trough plant photoreceptors cross talk. We previously demonstrated that grapevine is irresponsive to variations in R:FR and that BL-attenuation mediates morphological and architectural responses to shade increasing light interception and absorption efficiencies. However, we wondered if grapevine respond to low R:FR when BL is attenuated at the same time. Our objective was to evaluate if morphological, architectural and hydraulic acclimation to shade is mediated by low R:FR ratios and BL attenuation. To test this, we carried out experiments under natural radiation, manipulating light quality by selective sunlight exclusion and light supplementation. We grew grapevines under low PAR (LP) and four high PAR (HP) treatments: HP, HP plus FR supplementation (HPâ¯+â¯FR), HP with BL attenuation (HP-B) and HP with BL attenuation plus FR supplementation (HP-Bâ¯+â¯FR). We found that plants grown under HP-B and HP-Bâ¯+â¯FR had similar morphological (stem and petiole length, leaf thickness and area), architectural (laminae' angles) and anatomical (stomatal density) traits than plants grown under LP. However, only LP plants presented lower stomata differentiation, lower δ13C and hence lower water use efficiency. Therefore, even under a BL and R:FR attenuated environment, morphological and architectural responses were modulated by BL but not by variation in R:FR. Meanwhile water relations were affected by PAR intensity but not by changes in light quality. Knowing grapevine responses to light quantity and quality are indispensable to adopt tools or design new cultural management practices that manipulate irradiance in the field intending to improve crop performance.
Subject(s)
Acclimatization/physiology , Light Signal Transduction/physiology , Light , Photoreceptors, Plant/physiology , Plant Transpiration/physiology , Vitis/anatomy & histology , Vitis/growth & development , Crops, Agricultural/anatomy & histology , Crops, Agricultural/growth & developmentABSTRACT
Obesity is one of the biggest health problems globally that, together with sedentarism, requires solutions that increase the enthusiasm towards physical activity. Therefore, this paper describes two solutions based on active games using the Kinect sensor and biometric sensors, designed for the outpatient treatment of childhood obesity. The solutions were applied in an intervention program based on active video games and motor games, developed with children in treatment for childhood obesity. An ad hoc questionnaire was used to assess the level of satisfaction, fun, learning, and behavior changes in the children of the experimental group that developed the intervention. The results showed a high index of satisfaction with the intervention program, as well as with the games developed. It is concluded that active video games and group games are highly motivating and can promote behavior change towards healthier life habits in children.
Subject(s)
Pediatric Obesity , Video Games , Child , Exercise , Humans , Learning , Pediatric Obesity/therapy , Surveys and QuestionnairesABSTRACT
BACKGROUND: The single high-wire system is a free canopy trellis system suitable for warm to hot climates. In a global warming scenario, it arouses as a technological solution since it prevents berry overheating and sunburn. Canopy management practices manipulate leaf-to-fruit ratios, affecting berry and wine composition. We aimed to evaluate the phenolic and sensory profiles of Malbec wines from single high-wire trellised vineyards in a hot region in Mendoza (Argentina) and to assess the effect of varying leaf-to-fruit ratios on these attributes. We manipulated leaf-to-fruit ratios by varying shoot trimming (experiment 1: 0.45 m, 0.80 m, and untrimmed) and winter pruning severity (experiment 2: 16, 24, 32, and >32 countable buds per meter). We characterized wine attributes by a descriptive analysis, color by the CIELAB space, and global phenolics compounds and anthocyanins by high-performance liquid chromatography with diode array detection. RESULTS: We found that wines where shoots were trimmed to 0.80 m or left untrimmed had similar and greater intensity of color, violet hue, astringency, and alcohol and a richer aroma profile than wines where shoots were trimmed to 0.45 m. Meanwhile, wines from 16 and >32 buds/m treatments (the latter simulating a box pruning) were similar to each other and had higher color intensity, violet hue, acidity, alcohol, and astringency and a more complex aroma profile than the other pruning treatments. CONCLUSIONS: The best quality wines were achieved by leaving 16 or >32 buds/m and by trimming shoots to 0.80 m or leaving them untrimmed. The modulation of cultural practices in sprawling canopies offers the potential to produce wines with different styles in hot regions. © 2020 Society of Chemical Industry.
Subject(s)
Fruit/chemistry , Phenols/analysis , Plant Leaves/chemistry , Vitis/chemistry , Wine/analysis , Anthocyanins/analysis , Argentina , Chromatography, High Pressure Liquid , Color , Food Handling , Humans , Odorants/analysis , TasteABSTRACT
The coronavirus disease (COVID-19) pandemic has been devastating in all senses, particularly psychologically. Physical activity (PA) is known to aid psychological well-being, and it is worth investigating whether PA has been a coping strategy during this pandemic. The objective of this literature review is to analyze the extent to which engaging in PA during the COVID-19 pandemic impacts psychological health in the adult population. The literature was searched in all databases from the EBSCOhost Research Database-MEDLINE, APA PsycArticles, between others-published between 1 January 2019 and 15 July 2020. From 180 articles found, 15 were eligible. The reviewed articles showed an association between mental health distress-e.g., stress, anxiety, depressive symptoms, social isolation, psychological distress-and PA. This research concludes that the COVID-19 pandemic and the lockdown measures caused psychological distress. Those studies that analyzed PA showed that, during quarantine, adults increased their sedentary time and reduced their PA levels, showing controversial psychological outcomes. This review discusses whether PA is an effective strategy to face the COVID-19 pandemic psychological effects contributing to a further putative increase in the prevalence of psychiatric disorders.
Subject(s)
COVID-19 , Exercise , Mental Health , Pandemics , Adult , Depression/epidemiology , Humans , Stress, Psychological/epidemiologyABSTRACT
At present, obesity and overweight are a global health epidemic. Traditional interventions for promoting healthy habits do not appear to be effective. However, emerging technological solutions based on wearables and mobile devices can be useful in promoting healthy habits. These applications generate a considerable amount of tracked activity data. Consequently, our approach is based on the quantified-self model for recommending healthy activities. Gamification can also be used as a mechanism to enhance personalization, increasing user motivation. This paper describes the quantified-self model and its data sources, the activity recommender system, and the PROVITAO App user experience model. Furthermore, it presents the results of a gamified program applied for three years in children with obesity and the process of evaluating the quantified-self model with experts. Positive outcomes were obtained in children's medical parameters and health habits.
Subject(s)
Health Promotion , Pediatric Obesity , Child , Female , Humans , Male , Motivation , Overweight , Pediatric Obesity/prevention & controlABSTRACT
At present, sexual robots have become a new paradigm of social robots. In this paper, we developed a systematic literature review about sexual robots (sexbots). To do this, we used the Scopus and WoS databases to answer different research questions regarding the design, interaction, and gender and ethical approaches from 1980 until 2020. In our review, we found a male bias in this discipline, and in recent years, articles have shown that user opinion has become more relevant. Some insights and recommendations on gender and ethics in designing sexual robots were also made.
Subject(s)
Robotics , Sexual Behavior , Attitude , HumansABSTRACT
PREMISE: Fire scars on trees are created by excessive heat from a fire that kills the vascular cambium. Although, fires are one of the most important forest disturbances in Patagonia, the effects of fire on tree physiology and wood anatomy are still unknown. In this study, we hypothesized that abnormal functioning of the cambium after a fire will induce anatomical changes in the wood. We also assumed that these anatomical changes would affect xylem safety transport. METHODS: We quantified wood anatomical traits in Nothofagus pumilio, the dominant subalpine tree species of Patagonia, using two approaches: time and distance. In the first, anatomical changes in tree rings were compared before, during, and after fire occurrence. In the second, the spatial extent of these changes was evaluated with respect to the wound by measuring anatomical traits in sampling bands in two directions (0° and 45°) with respect to the onset of healing. RESULTS: Reductions in lumen diameter and vessel number were the most conspicuous changes associated with fire damage and observed in the fire ring and subsequent post-fire rings. In addition, the fire ring had more rays than in control rings. In terms of distance, anatomical changes were only restricted to short distances from the wound. CONCLUSIONS: Post-fire changes in wood anatomical traits were confined close to the wound margins. These changes might be associated with a defense strategy related to the compartmentalization of the wound and safety of water transport.
Subject(s)
Cambium , Fires , Fagales , Wood , XylemABSTRACT
Down syndrome causes a reduction in cognitive abilities, with visual-motor skills being particularly affected. In this work, we have focused on this skill in order to stimulate better learning. The proposal relies on stimulating the cognitive visual-motor skills of individuals with Down Syndrome (DS) using exercises with a gestural interaction platform based on the KINECT sensor named TANGO:H, the goal being to improve them. To validate the proposal, an experimental single-case study method was designed using two groups: a control group and an experimental one, with similar cognitive ages. Didactic exercises were provided to the experimental group using visual cognitive stimulation. These exercises were created on the TANGO:H Designer, a platform that was designed for gestural interaction using the KINECT sensor. As a result, TANGO:H allows for visual-motor cognitive stimulation through the movement of hands, arms, feet and head. The "Illinois Test of Psycholinguistic Abilities (ITPA)" was applied to both groups as a pre-test and post-test in its four reference sections: visual comprehension, visual-motor sequential memory, visual association, and visual integration. Two checks were made, one using the longitudinal comparison of the pre-test/post-test of the experimental group, and another that relied on comparing the difference of the means of the pre-test/post-test. We also used an observational methodology for the working sessions from the experimental group. Although the statistical results do not show significant differences between the two groups, the results of the observations exhibited an improvement in visual-motor cognitive skills.
Subject(s)
Cognition/physiology , Down Syndrome/physiopathology , Motor Skills/physiology , Visual Perception/physiology , Adolescent , Adult , Case-Control Studies , Child , Female , Humans , Male , Video Games , Young AdultABSTRACT
One of the principal problems of rehabilitation is that therapy sessions can be boring due the repetition of exercises. Serious games, and in particular exergames in rehabilitation, can motivate, engage and increase patients' adherence to their treatment. Also, the automatic personalization of exercises to each patient can help therapists. Thus, the main objective of this work is to build an intelligent exergame-based rehabilitation system consisting of a platform with an exergame player and a designer tool. The intelligent platform includes a recommender system which analyzes user interactions, along with the user's history, to select new gamified exercises for the user. The main contributions of this paper focus, first, on defining a recommender system based on different difficulty levels and user skills. The recommender system offers the ability to provide the user with a personalized game mode based on his own history and preferences. The results of a triple validation with experts, users and rehabilitation center professionals reveal a positive impact on gestural interaction and rehabilitation uses. Also, different methods are presented for testing the rehabilitation recommender system.