نتایج جستجو برای: video assisted surgery

تعداد نتایج: 618749  

Journal: :Attention, perception & psychophysics 2010
Joseph D Chisholm Clayton Hickey Jan Theeuwes Alan Kingstone

Recent studies indicate that playing action video games improves performance on a number of attention-based tasks. However, it remains unclear whether action video game experience primarily affects endogenous or exogenous forms of spatial orienting. To examine this issue, action video game players and non-action video game players performed an attentional capture task. The results show that act...

Journal: :Archivos de bronconeumologia 2004
J Loscertales J Ayarra Jarne M Congregado A Arroyo Tristán R Jiménez Merchán J C Girón Arjona C Arenas Linares

OBJECTIVE Traditionally, thymectomy for myasthenia gravis has been performed using either a transcervical approach or a median sternotomy. However, excision of the thymic tissue by video-assisted thoracoscopic surgery is less aggressive and recovery is faster. The aim of this study was to evaluate the usefulness and outcomes of video-assisted thoracoscopic thymectomy. PATIENTS AND METHODS Ove...

2013
Ali Alkhafaji

Long have studies attempted to bridge the gap between perception and reality for video games attributes. This study highlights the relationship between what a player perceives about certain game attributes (Challenge, Control and Mystery) and how those elements are actually portrayed in the game. We measured user perception with a post-game questionnaire and compared that to the answers of poin...

2002
Artur Ziviani F. de Rezende Otto Carlos M. B. Duarte Serge Fdida

2017
Kerri Kuhn Anita Love

Despite the size and growth of the computer and video gaming industry – as well as the increasing use of the medium for the placement of advertising and product placement – researchers have neglected this area. By drawing on existing literature and research in similar and related areas of film product placement, sponsorship and interactivity, the authors present a conceptual overview and identi...

2016
Aliaksandr Amialchuk Ales Kotalik

The goal of this paper is to estimate peer influence in video gaming time among adolescents. Using a nationally representative sample of the U.S. school-aged adolescents in 2009-2010, we estimate a structural model that accounts for the potential biases in the estimate of the peer effect. Our peer group is exogenously assigned and includes one year older adolescents in the same school grade as ...

2012
Nicolas Bisson Simon Tobin Simon Grondin

Children's time estimation literature lacks of studies comparing prospective and retrospective time estimates of long lasting ecological tasks, i.e. tasks reflecting children's daily activities. In the present study, children were asked to estimate prospectively or retrospectively how much time they played a video game or read a magazine. Regardless of the task, the results revealed that prospe...

Journal: :Current Biology 2013
D. Bavelier C. S. Green M. S. Seidenberg

A recent study found that dyslexic children trained on action video games show significant improvements on basic measures of both attention and reading ability, suggesting future directions for the study of dyslexia intervention paradigms.

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