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1.
Biosystems ; : 105282, 2024 Aug 13.
Article in English | MEDLINE | ID: mdl-39147308

ABSTRACT

A simple theoretical model (or a demonstrative example) was developed to illustrate how the evolution of cooperation can be affected by the density-dependent survival competition, in which we assume that the fertility of an individual depends only on the pairwise interaction between him and other individuals based on Prisoner's Dilemma game, while its viability is only related to the density-dependent survival competitiveness. Our results show that not only cooperation could be evolutionarily stable if the advantage of cooperators in viability can compensate for the cost they pay for their fertility, but also the long-term stable coexistence of cooperation and defection is possible if none of cooperation and defection is evolutionarily stable. Moreover, for the stochastic evolutionary dynamics in a finite population, our analysis shows that the increase (or decrease) of the survival competitiveness of cooperators (or defectors) should be conductive to the evolutionary emergence of cooperation.

2.
Psychol Rep ; : 332941241275611, 2024 Aug 18.
Article in English | MEDLINE | ID: mdl-39155242

ABSTRACT

Social anxiety is characterized by a constant fear of negative evaluation, falling short of standards, low perceived likeability, and difficulties meeting social criteria. Using a quasi-experiment and a zero-acquaintance paradigm, this paper examines sharing behavior, which is represented by the willingness to give money in a Dictator Game. It explores gender and social anxiety differences related to this behavior, in terms of who is prone to receive more money. In addition to this, we investigated how the receiver's self-disclosure (positive or negative) influences the dictators' sharing behavior. Based on the original version of Dictator Game, involving a dictator and a receiver, one hundred and five adolescents aged 12-15, played Dictator Game in which they divided coins between themselves and the receiver. Our findings indicate that self-disclosure led to positive and gradual changes for non-anxious speakers. The anxious boy consistently achieved the highest money rate among all speakers, while the anxious girl received the lowest. However, her self-disclosure resulted in an increase in receiving. Across all situations, respondents reported slightly increased feelings of guilt and shame. Taken together, this study sheds light on adolescents' giving behavior by examining the interaction between adolescents' social traits and diverse social contexts throughout their developmental stages, ultimately influencing prosocial decision-making.

3.
Proc Biol Sci ; 291(2028): 20241141, 2024 Aug.
Article in English | MEDLINE | ID: mdl-39110908

ABSTRACT

Learning is a taxonomically widespread process by which animals change their behavioural responses to stimuli as a result of experience. In this way, it plays a crucial role in the development of individual behaviour and underpins substantial phenotypic variation within populations. Nevertheless, the impact of learning in social contexts on evolutionary change is not well understood. Here, we develop game theoretical models of competition for resources in small groups (e.g. producer-scrounger and hawk-dove games) in which actions are controlled by reinforcement learning and show that biases in the subjective valuation of different actions readily evolve. Moreover, in many cases, the convergence stable levels of bias exist at fitness minima and therefore lead to disruptive selection on learning rules and, potentially, to the evolution of genetic polymorphisms. Thus, we show how reinforcement learning in social contexts can be a driver of evolutionary diversification. In addition, we consider the evolution of ability in our games, showing that learning can also drive disruptive selection on the ability to perform a task.


Subject(s)
Biological Evolution , Competitive Behavior , Game Theory , Learning , Animals , Reinforcement, Psychology
4.
R Soc Open Sci ; 11(8): 240358, 2024 Aug.
Article in English | MEDLINE | ID: mdl-39113765

ABSTRACT

Greater knowledge is always an advantage for a rational individual. However, this article shows that for a group of rational individuals greater knowledge can backfire, leading to a worse outcome for all. Surprisingly, this can happen even when new knowledge does not mean the discovery of a new action but simply provides a deeper understanding of the interaction at stake. More specifically, enhanced knowledge about the current state of nature may hinder cooperation among purely self-interested individuals. The paper describes this paradoxical possibility-a 'knowledge curse'-and analyses the evolutionary process that occurs if, initially, only a few people have access to the greater knowledge. It concludes with a tentative comment on ways to avert this potential knowledge backlash.

5.
Cureus ; 16(7): e64073, 2024 Jul.
Article in English | MEDLINE | ID: mdl-39114225

ABSTRACT

INTRODUCTION: The study explores the significance of continuous improvement through Kaizen in the evolving landscape of anatomy education. In this study, our objectives were twofold: 1) to assess the effectiveness of incorporating games in the first-year medical curriculum for reinforcing anatomy knowledge, and 2) to explore whether game-based sessions elicit improved student responses in the learning of anatomy. METHODOLOGY: A total of 100 first-year Bachelor of Medicine and Bachelor of Surgery (MBBS) students at All India Institute of Medical Sciences (AIIMS), Bibinagar, Hyderabad, Telangana, India, were exposed to game-based learning which involved six rounds: acronym mnemonics (Redolent), jigsaw puzzle solving (Dumbfound), Filling gaps in concept maps (Blogging), Connecting images (Kinship), case scenario creation (Penman), and rapid-fire round (Rattling). RESULTS: At the end of the intervention, a test was taken and feedback was obtained from all the participants using a prevalidated questionnaire prepared based on a 5-point Likert scale. Questionnaire responses were subjected to descriptive analysis, and reliability analysis (Cronbach's α) was performed to evaluate the internal consistencies of items. A paired t-test indicated that there was a significantly large difference between before (mean (M) = 17.2, standard deviation (SD) = 9.1) and after (M = 25.9, SD = 8), t(99) = 18.4, p < .001, signifying that the performance of the students was far better with game-based learning approaches than conventional learning. CONCLUSION: Combining game-based education with Kaizen principles in anatomy education not only prepares students for success in their academic pursuits but also empowers them to navigate the complexities of the ever-evolving healthcare landscape with confidence and proficiency.

6.
JMIR Serious Games ; 12: e60771, 2024 Aug 08.
Article in English | MEDLINE | ID: mdl-39116437

ABSTRACT

BACKGROUND: Home gardens worldwide provide sustenance, economic support, and access to fresh produce and promote household well-being, health, self-sufficiency, and food security. However, they face significant challenges worldwide and necessitate innovative promotion approaches. Serious video games have proven effective in promoting agricultural knowledge. However, more research is needed on the persuasive potential of agriculture games to influence players' thoughts, attitudes, and behaviors. This provides an opportunity to examine the impact of persuasive games on promoting home gardening among novices. OBJECTIVE: This study aims to describe the design and development of Farmily, a persuasive video game promoting home gardening among novices. In addition, it evaluated the effectiveness of Farmily and compared its impact with that of a traditional home gardening workshop. Furthermore, the study explored how game enjoyment relates to the game's outcomes. METHODS: A randomized controlled trial with 50 novice gardening participants aged 20 to 50 years was carried out. Participants were randomly assigned to a control group (1.5-hour workshop) or an experimental group (1.5-hour Farmily session). Pre- and postintervention assessments were conducted. We evaluated Farmily's impact on knowledge, attitudes, perceived self-efficacy, and intentions regarding initiating home gardens. In addition, we investigated the user enjoyment and its relationship with the game's effect outcomes. RESULTS: The experimental group significantly improved their knowledge (t24=4.26; P<.001), attitude (z24=2.98; P=.003), self-efficacy (t24=2.6; P=.02), and intention to initiate home gardens (z24=4.15; P<.001). The experimental group showed similar effectiveness in knowledge transfer (t24=-1.71; P=.09) and a more significant impact on attitude (z24=2.73; P=.006), self-efficacy (t24=2.21; P=.03), and intention to start a home garden (t24=-5.33; P<.001) than the control group. Farmily was well received by the intervention group, generating high enjoyment. Furthermore, user enjoyment substantially correlated with user attitudes (r23=0.72; P<.001) and self-efficacy (r23=0.67; P<.001), yet no discernible association was observed among user enjoyment, knowledge (r23=0.26; P=.20), and intention (r23=0.06; P=.77). CONCLUSIONS: Evidence indicates that Farmily appears to be a viable tool for promoting home gardening among novices in the short term. Farmily demonstrated similar effects in knowledge improvement to those of a traditional workshop and had a more significant impact on the other variables. In addition, we found that the player's gaming experience positively relates to the player's attitudes and self-efficacy. A well-powered randomized controlled trial with more diverse samples and extended follow-up periods will be conducted to establish the long-term efficacy of Farmily and gain a deeper understanding of the influence of enjoyment on game outcomes.

7.
Health Expect ; 27(1): e13977, 2024 Feb.
Article in English | MEDLINE | ID: mdl-39102705

ABSTRACT

BACKGROUND: Receiving and accessing care after a diagnosis of dementia, both for the person and their carer, are fraught with inequalities. The aim of this public engagement activity was to co-produce a board game about dementia inequalities to facilitate learning, dialogue and educate about different barriers, and facilitators, to diagnosis and care and to test the game's impact on dementia knowledge with the general public. METHODS: Two virtual and two face-to-face workshops with people with dementia, unpaid carers, health and social care professionals and Third Sector representatives were held between October 2022 and June 2023. Virtual workshops involved discussions of inequalities and how a board game may feature inequalities. The first face-to-face workshop was split into the same activities, aided by outcomes from workshops 1 and 2. Workshop 4 attendees tested the prototype. The impact of the game on knowledge about dementia and inequalities was tested at a game play workshop in October 2023. RESULTS: Forty stakeholders attended four workshops. Workshops provided step-by-step thoughts on how the game could be designed or modified. The final game, prototype tested in workshop 4, consists of a one-sided, two-half board depicting the prediagnosis process (left half) and postdiagnosis process (right half). Fifty-two members of the general public participated in the game play workshop, which led to significant improvements in knowledge about dementia (p < .001) and inequalities (p < .001). DISCUSSION: The game can be used to improve knowledge about dementia inequalities for health and social care professionals, carers, people living with dementia, decision makers and the general public. PATIENT OR PUBLIC CONTRIBUTION: This engagement activity fully involved people with dementia, unpaid carers, health and social care professionals and Third Sector representatives throughout, with two unpaid carers as public advisers on the team.


Subject(s)
Dementia , Health Knowledge, Attitudes, Practice , Humans , Dementia/therapy , Female , Male , Caregivers/education , Healthcare Disparities , Middle Aged , Adult
8.
J Mol Graph Model ; 132: 108835, 2024 Jul 30.
Article in English | MEDLINE | ID: mdl-39106629

ABSTRACT

MicroRNAs (miRNAs) are small, non-coding RNA molecules that regulate gene expression. Despite their relatively short length (about 21 nucleotides), they can regulate thousands of transcripts within a cell. Due to their low complementarity to targets, studying their activity and binding region preferences (3'UTR, 5'UTR, or CDS) is challenging. In this paper, we analyzed a set of human miRNAs to uncover their general patterns. We began with a sequence logo to verify conservation at specific positions. To discover long-range correlations, we employed chaos game representation (CGR) and genomatrix, methods that enable both graphical and analytical analysis of sequence sets and are well-established in bioinformatics. Our results showed that miRNAs exhibit strongly non-random and characteristic patterns. To incorporate physicochemical properties into the analysis, we applied the electron-ion interaction potential (EIIP) parameter. An important part of our study was to validate the division of miRNAs into two parts-seed and puzzle. The seed region is responsible for target binding, while the puzzle region likely interacts with the RISC complex. We estimated duplex binding energy within the 3'UTR, 5'UTR, and CDS regions using the miRanda tool. Based on the median energy distribution, we divided the miRNAs into two subsets, reflecting different patterns in chaos game representation. Interestingly, one subset displayed significant similarity to conserved and highly confidential miRNAs. Our results confirm the low complementarity of miRNA/mRNA interactions and support the functional division of miRNA structure. Additionally, we present findings related to the localization of transcript target sites, which form the basis for further analyses.

9.
Front Public Health ; 12: 1427164, 2024.
Article in English | MEDLINE | ID: mdl-39086813

ABSTRACT

Background: Cross-regional settlement management is a key indicator of national health insurance system maturity. Given the significant demand for cross-regional medical treatment among Chinese patients with malignant tumors and the territorially managed health insurance system, further research is necessary to explore the relationship between hospital settlement methods and treatment-seeking behaviors among these patients. This study introduces and validates an evolutionary game model that provides a theoretical foundation for direct settlement policies in cross-regional treatment. Methods: An evolutionary game model was constructed with patients and hospitals serving as strategic players within a dynamic system. This model integrates the patients' treatment utility, medical and nonmedical costs, and hospitals' financial and technological advancement benefits. Results: The evolutionary stability analysis revealed seven-game outcomes between hospitals and patients with malignant tumors. The numerical simulations suggest an evolutionary convergence toward strategy (1, 0), indicating a trend where patients with malignant tumors opt for cross-regional treatment, yet hospitals choose not to implement a direct settlement policy. Parameter sensitivity analysis showed that the parameters set in this study affected player behavioral choices and game equilibria. Conclusion: A strong demand for cross-regional medical treatment among Chinese patients with malignant tumors, and some hospitals require more incentives to implement cross-regional settlements. The key factors influencing the willingness of some patients with malignant tumors to resettle include the costs of in-area medical care, costs of cross-regional treatment without direct settlement, and the utility of cross-regional treatment. Technological advancement benefits and input costs influence some hospitals' motivation to adopt cross-regional settlements. Policy adjustments that effectively implement direct settlement policies can facilitate equilibrium, enhance the initiatives of some local health insurance management departments, improve the accessibility and efficiency of medical services, and reduce nonmedical expenses for patients.


Subject(s)
Game Theory , Neoplasms , Humans , China , Neoplasms/therapy , Hospitals/statistics & numerical data , Patient Acceptance of Health Care/statistics & numerical data , National Health Programs , Models, Theoretical
10.
R Soc Open Sci ; 11(7): 240347, 2024 Jul.
Article in English | MEDLINE | ID: mdl-39086820

ABSTRACT

This work presents a new framework for a competitive evolutionary game between monoclonal antibodies and signalling pathways in oesophageal cancer. The framework is based on a novel dynamical model that takes into account the dynamic progression of signalling pathways, resistance mechanisms and monoclonal antibody therapies. This game involves a scenario in which signalling pathways and monoclonal antibodies are the players competing against each other, where monoclonal antibodies use Brentuximab and Pembrolizumab dosages as strategies to counter the evolutionary resistance strategy implemented by the signalling pathways. Their interactions are described by the dynamical model, which serves as the game's playground. The analysis and computation of two game-theoretic strategies, Stackelberg and Nash equilibria, are conducted within this framework to ascertain the most favourable outcome for the patient. By comparing Stackelberg equilibria with Nash equilibria, numerical experiments show that the Stackelberg equilibria are superior for treating signalling pathways and are critical for the success of monoclonal antibodies in improving oesophageal cancer patient outcomes.

11.
Front Sports Act Living ; 6: 1406846, 2024.
Article in English | MEDLINE | ID: mdl-39086853

ABSTRACT

Introduction: The aim of this systematic review is to provide an evidence-based synthesis of the literature on the topic of technical and tactical competencies of tennis players and to answer the following research questions: (1) What is the state of the art of research on technical and tactical competencies (i.e., skills and knowledge) and tennis; (2) What are the most important topics related to technical and tactical competencies in tennis players. Methods: Electronic searches were conducted in Web of Science, PubMED and SPORTDiscus (August to September 2023). This systematic review was conducted in accordance with PRISMA guidelines. To reduce risk, all published literature was searched and primary studies were included. The search terms included skills or competencies, match or play, player and tennis and excluded studies on non-competitive tennis players-notation analysis, AI method, systematic review and validation of tools. Results and discussion: Of the 390 publications found in these searches, 13 articles were considered relevant and included in this study. They were divided into three categories: (1) technical-tactical skills, (2) match situations and (3) match performance. There was clear evidence that there is a test instrument for analyzing tactical-technical skills that has sufficient reliability and validity and is of practical value to tennis coaches. The development of tactical-technical skills is influenced by method (variability between/within skills), conditions (court size, ball type) and areas of development (situational awareness, anticipation, decision making). There are differences in match and stroke performance between different quality groups (professionals, juniors), which can also be influenced by mental strength. For a comprehensive study of tennis players' abilities, the use of modern technologies is possible and necessary in the future. Future research should focus on the creation of competency models for the playing level of tennis players, which could include at least three key elements: (1) key competencies, (2) description of standards, (3) evidence.

12.
Math Biosci ; 376: 109264, 2024 Aug 02.
Article in English | MEDLINE | ID: mdl-39097225

ABSTRACT

Understanding the interplay between social activities and disease dynamics is crucial for effective public health interventions. Recent studies using coupled behavior-disease models assumed homogeneous populations. However, heterogeneity in population, such as different social groups, cannot be ignored. In this study, we divided the population into social media users and non-users, and investigated the impact of homophily (the tendency for individuals to associate with others similar to themselves) and online events on disease dynamics. Our results reveal that homophily hinders the adoption of vaccinating strategies, hastening the approach to a tipping point after which the population converges to an endemic equilibrium with no vaccine uptake. Furthermore, we find that online events can significantly influence disease dynamics, with early discussions on social media platforms serving as an early warning signal of potential disease outbreaks. Our model provides insights into the mechanisms underlying these phenomena and underscores the importance of considering homophily in disease modeling and public health strategies.

13.
J Environ Manage ; 367: 122060, 2024 Sep.
Article in English | MEDLINE | ID: mdl-39106793

ABSTRACT

The promotion of green intelligent buildings (GIBs) is regarded as an effective way to reduce carbon emissions and environmental pollution. How to formulate a reasonable and practical subsidy mechanism is crucial to promote the development of GIBs. However, there is still a lack of research on dynamic subsidy mechanism. To solve the research gap, based on consumer utility maximization theory, combining Hotelling model, the paper constructs an evolutionary game model between local governments and developers, and discusses the decision-making and evolutionary stable strategy (ESS) of both players under the dynamic subsidy mechanism. In addition, the paper defines a symbol event and analyzes in depth the possibility of effective diffusion of GIBs. Finally, the paper provides corresponding policy suggestions and draws the following conclusions: (1) ESS exists only after the introduction of dynamic subsidy mechanism, so it is necessary for local governments to formulate dynamic subsidy policies; (2) Under the dynamic subsidy mechanism, different subsidy adjustment rates will affect the evolutionary efficiency of the system; (3) The sensitivity of influence factors from high to low is as follows: subsidy adjustment rate, financial incentives for consumers, additional taxes for conventional buildings developers, carbon trading income for GIB developers and comprehensive residential benefits for GIB homebuyers. Improving these factors can increase the possibility of effective diffusion of GIBs.


Subject(s)
Local Government , Game Theory , Environmental Pollution , Models, Theoretical
14.
Foods ; 13(15)2024 Jul 28.
Article in English | MEDLINE | ID: mdl-39123578

ABSTRACT

To study the influences of the degree of interdepartmental collaborative supervision on the behavioral strategy selection of pig farmers, pig slaughterers, and pork processing manufacturers in the pork supply chain system, this study established a three-party evolutionary game model involving pig farmers, pig slaughterers, and pork processing manufacturers based on the social co-governance framework by focusing on the interdepartmental information sharing mechanism and cooperative governance. Here, we examined how the degree of collaborative supervision among government departments influences the behavioral strategy selection of these parties by focusing on key mechanisms such as information sharing and interdepartmental collaborative governance. Our findings revealed that within a social co-governance system, the strategic choices of the three entities in the pork supply chain closely correlate with the coordination level of collaborative supervision among government departments, particularly through information-sharing mechanisms. Additionally, the strategies are influenced by market-based contract supervision among entities, consumer reporting intensity, and the collaborative governance capabilities of the government, market actors, and consumers. Higher levels of social co-governance are associated with fewer risky links in the pork supply chain and reduced overall risk. Key factors affecting the behavioral strategy selection of the subjects in the pork supply chain include interdepartmental collaborative governance among government departments (e.g., optimizing random inspection frequencies, adjusting economic penalties, and disclosing enterprise market credit information via information sharing mechanisms), consumer complaint probabilities, and the intensity of mutual supervision among enterprises. Therefore, to enhance pork supply chain quality and mitigate risks, it is crucial to enhance the coordination of collaborative supervision among government departments, encourage consumer reporting, and improve market-based mutual supervision mechanisms among upstream and downstream subjects in the supply chain.

15.
Animals (Basel) ; 14(15)2024 Jul 24.
Article in English | MEDLINE | ID: mdl-39123674

ABSTRACT

Game meat is an important source of meat borne parasitic infections. Due to its omnivorous diet, the wild boar is an important host of zoonotic parasites such as Toxoplasma gondii. T. gondii can cause severe to fatal disease in immunosuppressed patients, as well as congenital disorders in foetus and neonates. Consumption of undercooked infected meat is a main source of T. gondii infection. Information about the risk of toxoplasmosis through game meat is scarce. We collected serum samples from 42 wild boars from the federal state of Thuringia (Germany) between December 2017 and February 2018. Identification of anti-T. gondii IgG antibodies was conducted using a commercial indirect ELISA kit. Seropositivity was confirmed in 18 of the 42 samples (37.50%). From these, the highest seroprevalence was found in adult animals. This study joins another single database from wild boars in Brandenburg. The necessity of a country-wide database regarding T. gondii prevalence in wild boar and other game meat is pivotal for a profound risk analysis with its consequential impact in future mean hygiene policies.

16.
Sensors (Basel) ; 24(15)2024 Aug 03.
Article in English | MEDLINE | ID: mdl-39124076

ABSTRACT

In rational decision-making processes, the information interaction among individual robots is a critical factor influencing system stability. We establish a game-theoretic model based on mutual information to address division of labor decision-making and stability issues arising from differential information interaction among swarm robots. Firstly, a mutual information model is employed to measure the information interaction among robots and analyze its influence on the behavior of individual robots. Secondly, employing the Cournot model and the Stackelberg model, we model the diverse decision-making behaviors of swarm robots influenced by discrepancies in mutual information. The intricate decision dynamics exhibited by the system under the disparity mutual information values during the game process, along with the stability of Nash equilibrium points, are analyzed. Finally, dynamic complexity simulations of the game models are simulated under the disparity mutual information values: (1) When ν1 of the game model varies within a certain range, the Nash equilibrium point loses stability and enters a chaotic state. (2) As I(X;Y) increases, the decision-making pattern of robots transitions gradually from the Cournot game to the Stackelberg game. Concurrently, the sensitivity of swarm robotics systems to changes in decision parameter decreases, reducing the likelihood of the system entering a chaotic state.

17.
Sensors (Basel) ; 24(15)2024 Aug 04.
Article in English | MEDLINE | ID: mdl-39124089

ABSTRACT

Optimizing the operation of photovoltaic (PV) storage systems is crucial for meeting the load demands of parks while minimizing curtailment and enhancing economic efficiency. This paper proposes a multi-scenario collaborative optimization strategy for PV storage systems based on a master-slave game model. Three types of energy storage system (ESS) application scenarios are designed to comprehensively stabilize PV fluctuations, compensate for load transfers, and participate in the frequency regulation (FR) market, thereby optimizing the overall operational strategy of PV storage systems in parks. The upper-level objective is to maximize the park operators' profit, while the lower-level objective is to minimize the user's power supply costs. Case studies demonstrate that this strategy can significantly increase the economic benefits for park operators by 25.8%, reduce user electricity expenditures by 5.27%, and lower curtailment through a load response mechanism, thereby promoting the development and construction of PV storage parks.

18.
Article in English | MEDLINE | ID: mdl-39136227

ABSTRACT

Gamification is emerging as an active learning innovation in medical education to enhance student engagement and promote life-long learning in a unique and collaborative environment. Clinical enzymology in biochemistry is one of the core topics in the medical curriculum. However, students face challenges in comprehension and retention of information. Hence, CARd & Board GAmes in Medical Education (CARBGAME) was introduced and evaluated for its effectiveness in enhancing learning, application, and retention of knowledge in clinical enzymology via gamification context. This mixed-method study involved 150 first-year undergraduate medical students. Before the game, students completed a pre-test in clinical enzymology. Later they were divided into 25 small groups to compete in the board game designed for enzymology in biochemistry. The students took turns throwing the dice and answering the questions on the game board to continue moving forward. The first team to reach 100 and solve the case-based question was deemed the winner. Following the board game, the students took up the post-test to compare the educational impact of the innovation. Also, the subsequent internal assessment scores were compared with previous batch who were not implemented with this intervention. Then students evaluated the effectiveness of CARBGAME-Clinical Enzymology using a 32-item questionnaire on 5-point Likert scale. The feedback obtained on a 10-point rating scale and for qualitative analysis, students' and faculty perceptions were recorded in small groups. CARBGAME received overwhelmingly positive feedback from both students and faculty. It was perceived well by students for being fun, relevant, consistent, motivating, collaborative, and promoting experiential learning. The game's low-stakes approach, effective feedback, and sense of accomplishment were highly appreciated, making it a valuable tool for education. A significant improvement in knowledge was recorded, from a mean score of 8.37 ± 1.126 on a 20-point scoring scale before the game to 16.53 ± 1.219 after with a p-value of 0.0001. The comparison of the internal assessment scores between the intervention and non-intervention group of students also showed a significant improvement among those implemented with CARBGAME (p < 0.0001). The CARBGAME innovation has achieved the intended outcome of promoting active learning and enhanced performance in clinical enzymology. Highly positive responses from faculty and students also indicate the exigent need to introduce innovative components like games into curricula to achieve student engagement and promote a meaningful learning experience.

19.
Brief Bioinform ; 25(5)2024 Jul 25.
Article in English | MEDLINE | ID: mdl-39120645

ABSTRACT

Predicting the strength of promoters and guiding their directed evolution is a crucial task in synthetic biology. This approach significantly reduces the experimental costs in conventional promoter engineering. Previous studies employing machine learning or deep learning methods have shown some success in this task, but their outcomes were not satisfactory enough, primarily due to the neglect of evolutionary information. In this paper, we introduce the Chaos-Attention net for Promoter Evolution (CAPE) to address the limitations of existing methods. We comprehensively extract evolutionary information within promoters using merged chaos game representation and process the overall information with modified DenseNet and Transformer structures. Our model achieves state-of-the-art results on two kinds of distinct tasks related to prokaryotic promoter strength prediction. The incorporation of evolutionary information enhances the model's accuracy, with transfer learning further extending its adaptability. Furthermore, experimental results confirm CAPE's efficacy in simulating in silico directed evolution of promoters, marking a significant advancement in predictive modeling for prokaryotic promoter strength. Our paper also presents a user-friendly website for the practical implementation of in silico directed evolution on promoters. The source code implemented in this study and the instructions on accessing the website can be found in our GitHub repository https://github.com/BobYHY/CAPE.


Subject(s)
Deep Learning , Promoter Regions, Genetic , Algorithms , Evolution, Molecular , Computer Simulation , Nonlinear Dynamics , Computational Biology/methods
20.
Front Sports Act Living ; 6: 1419088, 2024.
Article in English | MEDLINE | ID: mdl-39108981

ABSTRACT

Introduction: Basketball, introduced by Naismith as a contactless and indoor alternative to sports such as American football, now frequently involves physical contact among players, challenging the traditional notion. Up to date, a thorough understanding of these contacts and their implications remains limited. This study aims to analyze player contacts, embedding it within overall load monitoring to optimize performance and reduce injury risk. Methods: Using a mixed-method design, video-based observations and quantitative analysis were employed to study contact characteristics during ten professional male basketball matches. Fisher exact tests and chi-squared tests (p < .05) were conducted to examine positional variations across different contact variables. Results: A total of 2,069 player contacts were examined, showing centers had the most contacts at 40.5%, followed by power forwards (19.6%), point guards (17.7%), shooting guards (12.9%), and small forwards (9.3%). Notably, half-court defense (46.1%) and set offense (48.9%) emerged as the primary game phases associated with the majority of contacts across all playing positions. Key play actions leading to physical contact included screening/picking (25.7%), box outs (22.9%), and fights for position (FFP) (18%). Post hoc analyses identified significant associations between centers (32.6%, 5.93) and point guards (21.5%, -1.98) during screening/picking maneuvers. Moreover, the torso/upper body (48.1%) and upper extremities (38.2%) were identified as the most affected contact points, while lower extremities and the head/neck exhibited minimal impact. Additionally, 81.4% (n = 1,684) of contacts resulted in kinematic displacement, whereas 18.6% (n = 385) exhibited no change. Post hoc analyses indicated significant associations of physical contacts against opposing counterparts for each playing position. Discussion: Basketball entails frequent physical contacts across all playing positions, with distinct patterns observed for each playing position. Integrating contact monitoring alongside traditional load metrics offers a more comprehensive understanding of physical demands in professional basketball. Practical implications include the developing of tailored training strategies based on playing position-specific contact profiles and recognizing the physiological and biomechanical impacts of contacts. Future research should consider whether the number of contacts between players has increased over the years, and it should acknowledge the impact of player contacts on performance in basketball in order to refine training strategies and enhance player well-being.

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