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1,062 result(s) for "screening games"
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The Role of Equity, Royalty, and Fixed Fees in Technology Licensing to University Spin-Offs
We develop a model based on asymmetric information (adverse selection) that provides a rational explanation for the persistent use of royalties alongside equity in university technology transfer. The model shows how royalties, through their value-destroying distortions, can act as a screening tool that allows a less-informed principal, such as the university’s Technology Transfer Office (TTO), to elicit private information from the more informed spin-off. We also show that equity–royalty contracts outperform fixed-fee–royalty contracts because they cause fewer value-destroying distortions. Furthermore, we show that our main result is robust to problems of moral hazard. Beside the coexistence result, the model also offers explanations for the empirical findings that equity generates higher returns than royalty and that TTOs willing to take equity in lieu of fixed fees are more successful in creating spin-offs. This paper was accepted by David Hsu, entrepreneurship and innovation.
Development of a Multiple RGB-D Sensor System for ADHD Screening and Improvement of Classification Performance Using Feature Selection Method
Attention deficit and hyperactivity disorder (ADHD) is a mixed behavioral disorder that exhibits symptoms, such as carelessness and hyperactivity–impulsivity. To date, existing ADHD diagnosis methods rely on observations by observers, such as parents and teachers, which limits the ability to reflect objective evaluation. In this study, to overcome this limitation, we proposed a multiple RGB-D sensor system that can objectively measure the amount of action and attention of children playing a robot-led game. In addition, a classifier was developed to classify children into ADHD, ADHD risk, and normal groups using the multilayer perceptron and data obtained through sensors. The effectiveness of the developed system for ADHD screening was verified. In this study, the priority of abnormal behavior indicators designed for ADHD screening was measured, the features with the highest priority were selected using a feature selection method. Eight hundred and twenty-eight children participated and were classified into the ADHD, ADHD risk, and normal groups, and the results were compared with the diagnosis by clinicians. The proposed system achieved sensitivity of 97.06% and 100%, and specificity of 96.42% and 94.68% in the ADHD and ADHD risk groups, respectively.
Coordination of a two-level supply chain with contracts
We consider the coordination of planning decisions of a single product in a supply chain composed of one supplier and one retailer, by using contracts. We assume that the retailer has the market power: he can impose his optimal replenishment plan to the supplier. Our aim is to minimize the supplier’s cost without increasing the retailer’s cost. To this end, the supplier (or a trusted third party) proposes to the retailer a contract, which is made of a replenishment plan and a side payment. This side payment compensates the increase of cost of the retailer due to the fact that the proposed replenishment plan may have a cost larger than the retailer’s optimal replenishment plan. We evaluate how much the supplier can gain by using contracts under several scenarios which depend on the side payment coverage. From a theoretical point of view, in all the scenarios, contracts may decrease the cost of the supplier by an arbitrarily large factor. We perfom experiments which measures the gain that can be obtained in practice on various instances types. If side payments are allowed, experiments show that the use of contracts decreases significantly the cost of the supplier, and that side payments on the holding costs are sufficient. We show that if there is no side payment, or if there is no constraint on the side payment, then the problem can be solved in polynomial time. On the contrary, if the side payment is limited to the holding costs of the retailer, then the problem is NP-hard. We extend this study to the case where the information is asymmetric (the supplier—or the trusted third entity—does not know all the costs of the retailer): in this case, the situation is modelled by a screening game.
Supply Chain Coordination under Asymmetric Disruptive Demand
Under the circumstance of disruptive demand, the decision-making and coordination of enterprise’s capacity is directly related to the efficiency of supply chain operation. On the basis of the baseline case, capacity reservation contract sees that the performance of decentralized supply chain is equal to the centralized supply chain, and better than the level of the optimal supply chain capacity under the wholesale price contract. For disruptive demand, this paper discusses the conditions of capacity expansion and supply chain coordination through the capacity reservation contract in two cases, i.e., symmetric disruptive information, asymmetric disruptive information, and compares the optimal capacity and the corresponding profit.
Incidence and progression of myopia and associated factors in urban school children in Delhi: The North India Myopia Study (NIM Study)
To evaluate the incidence and progression of myopia and factors associated with progression of myopia in school going children in Delhi. Prospective longitudinal study of 10,000 school children aged 5 to 15 years screened after an interval of 1 year to identify new myopes (Spherical Equivalent≤ -0.5D) and progression of myopia in previously diagnosed myopic children. Association between risk factors and progression was analyzed using adjusted odds ratio. Of the 9,616 children re-screened (97.3% coverage), annual incidence of myopia was 3.4%with mean dioptric change of -1.09 ± 0.55. There was a significant higher incidence of myopia in younger children compared to older children (P = 0.012) and among girls compared to boys (P = 0.002). Progression was observed in 49.2%children with mean dioptric change of -0.27 ± 0.42 diopters. The demographic and behavioral risk factors were analyzed for children with progression (n = 629) and adjusted odds ratio values were estimated. Hours of reading-writing/week (p<0.001), use of computers/ video games (P<0.001) and watching television (P = 0.048) were significant risk factors for progression of myopia. Outdoor activities / time spent outdoors> 2 hours in a day were protective with an inverse association with progression of myopia (P< 0.001). Myopia is an important health issue in India and is associated with long hours of reading and screen time with use of computers and video games. An annual eye vision screening should be conducted, and outdoor activities be promoted to prevent the increase of myopia among school children.
International Olympic Committee (IOC) Sport Mental Health Assessment Tool 1 (SMHAT-1) and Sport Mental Health Recognition Tool 1 (SMHRT-1): towards better support of athletes’ mental health
ObjectivesTo develop an assessment and recognition tool to identify elite athletes at risk for mental health symptoms and disorders.MethodsWe conducted narrative and systematic reviews about mental health symptoms and disorders in active and former elite athletes. The views of active and former elite athletes (N=360) on mental health symptoms in elite sports were retrieved through an electronic questionnaire. Our group identified the objective(s), target group(s) and approach of the mental health tools. For the assessment tool, we undertook a modified Delphi consensus process and used existing validated screening instruments. Both tools were compiled during two 2-day meeting. We also explored the appropriateness and preliminary reliability and validity of the assessment tool.Sport Mental Health Assessment Tool 1 and Sport Mental Health Recognition Tool 1The International Olympic Committee Sport Mental Health Assessment Tool 1 (SMHAT-1) was developed for sports medicine physicians and other licensed/registered health professionals to assess elite athletes (defined as professional, Olympic, Paralympic or collegiate level; aged 16 years and older) potentially at risk for or already experiencing mental health symptoms and disorders. The SMHAT-1 consists of: (i) triage with an athlete-specific screening tool, (ii) six subsequent disorder-specific screening tools and (iii) a clinical assessment (and related management) by a sports medicine physician or licensed/registered mental health professional (eg, psychiatrist and psychologist). The International Olympic Committee Sport Mental Health Recognition Tool 1 (SMHRT-1) was developed for athletes and their entourage (eg, friends, fellow athletes, family and coaches).ConclusionThe SMHAT-1 and SMHRT-1 enable that mental health symptoms and disorders in elite athletes are recognised earlier than they otherwise would. These tools should facilitate the timely referral of those athletes in need for appropriate support and treatment.
Continuous quality improvement with a two-step strategy effective for mass SARS-CoV-2 screening at the Tokyo 2020 Olympic and Paralympic Games
The Tokyo 2020 Olympic and Paralympic Games (Games) were held during the height of the coronavirus disease 2019 (COVID-19) pandemic. To detect people infected with severe acute respiratory syndrome coronavirus-2 (SARS-CoV-2) early enough to contain the spread and to facilitate the timely arrival of athletes at their game venues, all participating athletes staying in the Olympic Village (up to 14,000) were screened daily for the infection. Toward this aim, a two-step strategy was adopted comprising screening of self-collected saliva samples using a chemiluminescence enzyme immunoassay, followed by confirmatory testing using polymerase chain reaction. The testing system was integrated with an information management system covering all steps. To ensure the accuracy of the test results, rigorous quality assurance measures and monitoring of performance/specimen quality were implemented. A chronological chart analysis was implemented to monitor the holistic process and to give feedback to improve the sampling. Nearly all test results for 418,506 saliva samples were reported within 12 hours of sample collection, achieving the target mean turnaround time of 150 minutes for confirmatory testing. As a result, athlete activity and performance for the Games were ensured. The chronological chart confirmed that no athletes were withdrawn due to a false-positive result, and no infection clusters were identified among the athletes in the Olympic Village. In conclusion, continuous quality improvement as part of the two-step strategy for mass screening for COVID-19 contributed to the success of the Games during the pandemic. The quality practice, systems, and workflows described here may offer a model for future mass-gathering sporting events during similar major infectious disease epidemics.
Mobile Graphic Device Vision Screening for Unilateral Amblyopia in Pediatric Patients
Purpose To determine whether inter-ocular brightness disparity during a self-directed video game on a mobile graphic device can effectively detect unilateral amblyopia. Methods Forty-nine children of ages 3 to 17 years participated in this prospective, non-interventional study. A series of sample image pairs were presented on an iPad (Apple, Inc) to illustrate the concept of relative brightness. Participants subsequently wore spectacles with orthogonally polarized lenses to dissociate image pairs between eyes. The video game employed a forced-choice algorithm that varied relative brightness disparity between image pairs in a stepwise manner. Participants chose the brighter of each pair of images until the end point of equal brightness was detected. The game was repeated to assess consistency. Eye examination records with acuities measured in logarithm of the minimum angle of resolution units were subsequently reviewed to compare with the video game results. Results The study had a mean game time of 108 seconds. Inter-ocular brightness disparity greater than 0.3 log units indicated a relative afferent brightness sense defect. The video game detected unilateral amblyopia with 88% sensitivity and 95% specificity. The positive predictive value was 78% and the negative predictive value was 98%. Conclusions This iPad video game can be played by children at least as young as 3 years of age. Inter-ocular brightness disparity is a sensitive and specific sign of unilateral amblyopia in a general pediatric population. The non-threatening nature and engaging format of this video game make it a promising and accessible method for early amblyopia screening. [J Pediatr Ophthalmol Strabismus. 2025;62(4):245–251.]
Video games for the assessment and treatment of attention-deficit/hyperactivity disorder: a systematic review
Attention-deficit/hyperactivity disorder (ADHD) is a prevalent and serious disorder among children. Video games have shown potential for aiding in child healthcare. Video games could contribute to the assessment and management of ADHD, but there are no previous reviews on this topic. Here, we systematically review the evidence about video game-based assessment tools and interventions for children diagnosed with ADHD. This review followed the Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) guidelines. The review protocol was registered in PROSPERO database. We searched four databases—PubMed, PsycInfo, Embase and clinicaltrials.gov—to identify original studies exploring either video game-based interventions or video game-based assessment tools in children with ADHD. After initial screening, full text revision and study selection, 22 articles were finally included in the review. Most studies used PC as platform, with a minority using a video console, pad, or 3D device. Video game-based assessment tools were generally effective in discriminating ADHD cases from controls, and in discriminating between ADHD subtypes. Video game-based therapeutic interventions were well accepted and generally effective in improving cognitive areas and decreasing ADHD symptoms. Gamification and cognitive training could be the main mechanisms underlying the usefulness and effectiveness of video game-based assessment tools and interventions. Software optimization and greater collaboration between developers and healthcare professionals are some of the priorities for future research in this area.
Leveraging Swipe Gesture Interactions From Mobile Games as Indicators of Anxiety and Depression: Exploratory Study
Anxiety and depression are serious mental health conditions affecting millions of people worldwide; however, they are often underdiagnosed due to limited health care resources. Mobile games, with their widespread popularity and availability, offer a unique opportunity to use user-game interaction data for mental health screening. This study aimed to explore whether swipe gesture interactions from mobile games can serve as indicators of anxiety and depression symptoms. A total of 82 participants played 3 casual mobile games (puzzle, infinite runner, and object slicing games) for 15 minutes each and completed validated measures of anxiety (Generalized Anxiety Disorder-7; GAD-7) and depression (Patient Health Questionnaire-8; PHQ-8). Data were logged for each swipe event, and metrics were computed using statistical measures, yielding roughly 150 metrics per game. Spearman rank correlations were calculated between each metric and GAD-7 and PHQ-8 scores. Multiple swipe gesture metrics showed significant associations with both anxiety and depression scores. For the puzzle game, mean swipe speed correlated with PHQ-8 (ρ=-0.405; P<.001) and GAD-7 (ρ=-0.400; P<.001) scores. For the infinite runner game, mean variance in swipe end pressure showed moderate to strong negative correlation with PHQ-8 (ρ=-0.405; P<.001) and GAD-7 (ρ=-0.309; P=.007) scores. In the object slicing game, minimum swipe start position along the y-axis correlated positively with PHQ-8 (ρ=0.368; P<.001) and GAD-7 (ρ=0.370; P<.001) scores. The findings from this exploratory study provide preliminary evidence supporting the feasibility of using swipe gesture interactions in mobile games as novel, engaging, and nonintrusive indicators of anxiety and depression.