Play is a pleasurable physical or mental activity that enhances the child’s skills involving negotiation abilities,problem-solving,manual dexterity,sharing,decision-making,and working in a group.Play affects all the ...Play is a pleasurable physical or mental activity that enhances the child’s skills involving negotiation abilities,problem-solving,manual dexterity,sharing,decision-making,and working in a group.Play affects all the brain's areas,structures,and functions.Children with autism have adaptive behavior,adaptive response,and social interaction limitations.This review explores the different applications of play therapy in helping children with autism disorder.Play is usually significantly impaired in children with autism.Play therapy is mainly intended to help children to honor their unique mental abilities and developmental levels.The main aim of play therapy is to prevent or solve psychosocial difficulties and achieve optimal child-healthy growth and development.Play therapy helps children with autism to engage in play activities of their interest and choice to express themselves in the most comfortable ways.It changes their way of self-expression from unwanted behaviors to more non-injurious expressive behavior using toys or activities of their choice as their words.Play therapy also helps those children to experience feeling out various interaction styles.Every child with autism is unique and responds differently.Therefore,different types of intervention,like play therapy,could fit the differences in children with autism.Proper evaluation of the child is mandatory to evaluate which type fits the child more than the others.This narrative review revised the different types of play therapy that could fit children with autism in an evidence-based way.Despite weak evidence,play therapy still has potential benefits for patients and their families.展开更多
Background:Return to play(RTP)in elite rugby is managed using a 6-stage graduated RTP protocol,which can result in clearance to play within 1 week of injury.We aimed to explore how symptom,cognitive,and balance presen...Background:Return to play(RTP)in elite rugby is managed using a 6-stage graduated RTP protocol,which can result in clearance to play within 1 week of injury.We aimed to explore how symptom,cognitive,and balance presentation and evolution during concussion screens 2 h(head injury assessment(HIA2)and 48 h(HIA3)after injury were associated with time to RTP)to identify whether a more conservative graduated RTP may be appropriate.Methods:A retrospective cohort study was conducted in 380 concussed rugby players from elite men’s rugby over 3 consecutive seasons.Players were classified as shorter or longer returns,depending on whether RTP occurred within 7 days(allowing them to be considered to play the match 1 week after injury)or longer than 8 days,respectively.Symptom,cognitive,and balance performance during screens was assessed relative to baseline(normal or abnormal)and to the preceding screen(improving or worsening).Associations between sub-test abnormalities and RTP time were explored using odds ratios(OR,longer vs.shorter).Median day absence was compared between players with abnormal or worsening results and those whose results were normal or improving.Results:Abnormal symptom results during screens 2 h and 48 h after concussion were associated with longer return time(HIA2:OR=2.21,95%confidence interval(95%CI):1.39-3.50;HIA3:OR=3.30,95%CI:1.89-5.75).Worsening symptom number or severity from the time of injury to 2 h and 48 h post-injury was associated with longer return(HIA2:OR=2.49,95%CI:1.36-4.58;HIA3:OR=3.34,95%CI:1.10-10.15).Median days absence was greater in players with abnormal symptom results at both HIA2 and HIA3.Cognitive and balance performance were not associated with longer return and did not affect median days absence.Conclusion:Symptom presentation and evolution within 48 h of concussion were associated with longer RTP times.This may guide a more conservative approach to RTP,while still adhering to individualized concussion management principles.展开更多
在真实的情境中教学可以促进学生的理解,对于初中生来说,他们需要一些具体形象的支撑,3D体验游戏可以将抽象的事物具体化,让学生感受到真实的世界。本文以Conceptual Play Spaces理论为基础,根据初中生的学习特征,设计教育游戏桃花源记...在真实的情境中教学可以促进学生的理解,对于初中生来说,他们需要一些具体形象的支撑,3D体验游戏可以将抽象的事物具体化,让学生感受到真实的世界。本文以Conceptual Play Spaces理论为基础,根据初中生的学习特征,设计教育游戏桃花源记,激发学习者的学习兴趣,使学生沉浸在教育游戏情境中,提高学习者核心素养。展开更多
Hello!I’m 14 years old.I like sports very much because playing sports can make us healthy.Tennis is my favorite sport.I think it is very interesting.I play tennis with my sister after class.But I don’t like playing ...Hello!I’m 14 years old.I like sports very much because playing sports can make us healthy.Tennis is my favorite sport.I think it is very interesting.I play tennis with my sister after class.But I don’t like playing soccer.I think it is very difficult.Wei Dong is my classmate.展开更多
Play behaviors and signals during playful interactions with juvenile conspecifics are important for both the social and cognitive development of young animals. The social organization of a species can also influence j...Play behaviors and signals during playful interactions with juvenile conspecifics are important for both the social and cognitive development of young animals. The social organization of a species can also influence juvenile social play. We examined the relationships among play behaviors, candidate play signals, and play bout termination in Tibetan macaques (Macaca thibetana) during juvenile and infant social play to characterize the species play style. As Tibetan macaques are despotic and live in groups with strict linear dominance hierarchies and infrequent reconciliation, we predicted that play would be at risk of misinterpretation by both the individuals engaged in the play bout and by those watching, possibly leading to injury of the players. Animals living in such societies might need to frequently and clearly signal playful intent to play partners and other group members to avoid aggressive outcomes. We gathered video data on 21 individually-identified juvenile and infant macaques (one month to five years of age) from the Valley of the Wild Monkeys, Mt. Huangshan, China. We used all-occurrence sampling to record play behaviors and candidate play signals based on an ethogram. We predicted that play groups would use multiple candidate play signals in a variety of contexts and in association with the number of audience members in proximity to the players and play bout length. In the 283 playful interactions we scored,juvenile and infant macaques used multiple body and facial candidate play signals. Our data showed that juvenile and infant Tibetan macaques use a versatile repertoire of play behaviors and signals to sustain play展开更多
Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data deri...Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data derived from the interaction of a player’s behavior within the game as well as the player’s experience with the game.Player behavior focuses on dynamic and static information gathered at the time of gameplay.Player experience concerns the association of the human player during gameplay,which is based on cognitive and affective physiological measurements collected from sensors mounted on the player’s body or in the player’s surroundings.In this paper,player experience modeling is studied based on the board puzzle game“Candy Crush Saga”using cognitive data of players accessed by physiological and peripheral devices.Long Short-Term Memory-based Deep Neural Network(LSTM-DNN)is used to predict players’effective states in terms of valence,arousal,dominance,and liking by employing the concept of transfer learning.Transfer learning focuses on gaining knowledge while solving one problem and using the same knowledge to solve different but related problems.The homogeneous transfer learning approach has not been implemented in the game domain before,and this novel study opens a new research area for the game industry where the main challenge is predicting the significance of innovative games for entertainment and players’engagement.Relevant not only from a player’s point of view,it is also a benchmark study for game developers who have been facing problems of“cold start”for innovative games that strengthen the game industrial economy.展开更多
学生理解学科内容并将其转化为智能的最好方式之一,是"参与"到具体问题情境中学习,而精心设计的教育游戏可提供更加真实的"问题情境",有效增强"参与度"。本文在对Conceptual Play Spaces理论分析前提下,...学生理解学科内容并将其转化为智能的最好方式之一,是"参与"到具体问题情境中学习,而精心设计的教育游戏可提供更加真实的"问题情境",有效增强"参与度"。本文在对Conceptual Play Spaces理论分析前提下,理清教育游戏"概念性玩耍空间"的设计要素,基此提出探究式教育游戏的情境设计,促使学生沉浸于丰富的情境,并有效地参与其中,力求使学习"自然发生",实现有意义的学习。展开更多
In the present competitive society, English becomes more and more important, and how to master English becomes one popular topic for everyone. English is a communicative tool, however, traditional teaching method used...In the present competitive society, English becomes more and more important, and how to master English becomes one popular topic for everyone. English is a communicative tool, however, traditional teaching method used in English teaching is not very suitable, and the traditional teaching is very boring and inefficient. The traditional teaching does not give students a real world situation to practice their English speaking and it does not cultivate their learning interests. This phenomenon continued in the students English learning for many years, and students can not use the English to communicate in their daily life. This phenomenon appears in oral English teaching in college schools as well, In order to solve the problems, the paper firstly describes the problem of English spoken teaching in college schools in Chi na. And then it analyzes the performance of problem and the cause of problems. The aim is that we find the problem and deficiency of Eng lish spoken teaching in college schools and use Role play as an effective way to solve these problems. Moreover, how to uses the role play specifically in the spoken English teaching, So that the role play can help teacher change traditional teaching method, enhance students’ oral communication ability, cultivate the students’learning interests and improve spoken English teaching in colleges.展开更多
'Wild Play Grounds' are the wild places which can attract people to visit.And the 'Wild Play Grounds' are generally the naturally existing places with unique charm,rather than the established tourist a...'Wild Play Grounds' are the wild places which can attract people to visit.And the 'Wild Play Grounds' are generally the naturally existing places with unique charm,rather than the established tourist attractions or scenic spots.There are no formal organizations for the daily management.Both tickets and clear geographical borders can not be found here.In this research,'Carefree Travelling' is an integrated project of tourism resources in Shandong Province promoted in 2007.Because of their particular characteristics,the 'Wild Play Grounds' have a certain relationship with 'Carefree Travelling',and they are the natural resources of 'Carefree Travelling'.The development of 'Wild Play Grounds' is the further exploitation of the 'Carefree Travelling' resources as well as a better expanding of the tourist market.Relying on the 'Wild Play Grounds',it also has many advantages to develop 'Carefree Travelling',and it will bring good economic and social benefits.Local government should play an important role in developing the 'Wild Play Grounds'.展开更多
Background: Play behavior has been proposed as a new potential indicator of animal welfare. Animals play only if they are in a relaxed state. Play may improve adaptability to challenging environments which may be of ...Background: Play behavior has been proposed as a new potential indicator of animal welfare. Animals play only if they are in a relaxed state. Play may improve adaptability to challenging environments which may be of interest in the breeding objective. Little information is available on play behavior in livestock species. The aim of the present study is to investigate whether play behavior in post-weaned piglets can be induced instantly in the presence of additional space and whether play markers are body weight, sex, and litter dependent, it is investigated whether playfulness is elicited by the moment or if this measure is consistent over different days. Methods: Thirty two piglets from four litters were released into a corridor and video recorded for eight min at 37, 41, 44 and 48 d of age. The first test was considered as an adjustment period and was not included in the analysis. In the second to the fourth test, joyful brusque movements (jumping, turning and running) were recorded with a camera and total number of movements (JOY#) and total time (JOYtime) were estimated individually. Animals were weighed at 41 d of age. Results: Females had higher scores of JOY# and JOYtime than males but this was significant only for JOY# at 41 d of age (P 〈 0.05). The effect of age was highly significant both for JOY# and JOYtime (P 〈 0.01). Animals with a higher JOY# and JOYtime also expressed a higher JOY# and JOYtime in the other tests, but this was significant only between 44 and 48 d of age (P〈 0.01). Body weight at 41 d of age was not significantly related to JOY# and JQYtime in any of the tests. Conclusions: Locomotor play was induced instantly by the provision of increased space allowance. Litter origin had a significant effect on play behavior. In addition, locomotor play scores were consistent between two of the three tests.展开更多
Member of Political Bureau of Central Committee of CPC, Vice Premier of State Council concurrently Minister of Health, General Command of National Protecting and Treating Severe Acute Respiratory Syndrome ( SARS) Head...Member of Political Bureau of Central Committee of CPC, Vice Premier of State Council concurrently Minister of Health, General Command of National Protecting and Treating Severe Acute Respiratory Syndrome ( SARS) Headquarters Vice premier WU Yi cordially met the well-known TCM specialists, and held a symposium with them. Sixteen specialists including WANG Yong-yan, CHEN Ke-ji, LI Fu-ren, JIAO Shu-de, HE Pu-ren, LIU展开更多
文摘Play is a pleasurable physical or mental activity that enhances the child’s skills involving negotiation abilities,problem-solving,manual dexterity,sharing,decision-making,and working in a group.Play affects all the brain's areas,structures,and functions.Children with autism have adaptive behavior,adaptive response,and social interaction limitations.This review explores the different applications of play therapy in helping children with autism disorder.Play is usually significantly impaired in children with autism.Play therapy is mainly intended to help children to honor their unique mental abilities and developmental levels.The main aim of play therapy is to prevent or solve psychosocial difficulties and achieve optimal child-healthy growth and development.Play therapy helps children with autism to engage in play activities of their interest and choice to express themselves in the most comfortable ways.It changes their way of self-expression from unwanted behaviors to more non-injurious expressive behavior using toys or activities of their choice as their words.Play therapy also helps those children to experience feeling out various interaction styles.Every child with autism is unique and responds differently.Therefore,different types of intervention,like play therapy,could fit the differences in children with autism.Proper evaluation of the child is mandatory to evaluate which type fits the child more than the others.This narrative review revised the different types of play therapy that could fit children with autism in an evidence-based way.Despite weak evidence,play therapy still has potential benefits for patients and their families.
文摘Background:Return to play(RTP)in elite rugby is managed using a 6-stage graduated RTP protocol,which can result in clearance to play within 1 week of injury.We aimed to explore how symptom,cognitive,and balance presentation and evolution during concussion screens 2 h(head injury assessment(HIA2)and 48 h(HIA3)after injury were associated with time to RTP)to identify whether a more conservative graduated RTP may be appropriate.Methods:A retrospective cohort study was conducted in 380 concussed rugby players from elite men’s rugby over 3 consecutive seasons.Players were classified as shorter or longer returns,depending on whether RTP occurred within 7 days(allowing them to be considered to play the match 1 week after injury)or longer than 8 days,respectively.Symptom,cognitive,and balance performance during screens was assessed relative to baseline(normal or abnormal)and to the preceding screen(improving or worsening).Associations between sub-test abnormalities and RTP time were explored using odds ratios(OR,longer vs.shorter).Median day absence was compared between players with abnormal or worsening results and those whose results were normal or improving.Results:Abnormal symptom results during screens 2 h and 48 h after concussion were associated with longer return time(HIA2:OR=2.21,95%confidence interval(95%CI):1.39-3.50;HIA3:OR=3.30,95%CI:1.89-5.75).Worsening symptom number or severity from the time of injury to 2 h and 48 h post-injury was associated with longer return(HIA2:OR=2.49,95%CI:1.36-4.58;HIA3:OR=3.34,95%CI:1.10-10.15).Median days absence was greater in players with abnormal symptom results at both HIA2 and HIA3.Cognitive and balance performance were not associated with longer return and did not affect median days absence.Conclusion:Symptom presentation and evolution within 48 h of concussion were associated with longer RTP times.This may guide a more conservative approach to RTP,while still adhering to individualized concussion management principles.
文摘在真实的情境中教学可以促进学生的理解,对于初中生来说,他们需要一些具体形象的支撑,3D体验游戏可以将抽象的事物具体化,让学生感受到真实的世界。本文以Conceptual Play Spaces理论为基础,根据初中生的学习特征,设计教育游戏桃花源记,激发学习者的学习兴趣,使学生沉浸在教育游戏情境中,提高学习者核心素养。
文摘Hello!I’m 14 years old.I like sports very much because playing sports can make us healthy.Tennis is my favorite sport.I think it is very interesting.I play tennis with my sister after class.But I don’t like playing soccer.I think it is very difficult.Wei Dong is my classmate.
基金supported by grants from Debra and Arlen Prentice,Central Washington University School of Graduate Studies and Research,National Science Foundation(NSF)International Research Experiences for Students(IRES)(OISE1065589)National Science Foundation of China(31372215,31672307)
文摘Play behaviors and signals during playful interactions with juvenile conspecifics are important for both the social and cognitive development of young animals. The social organization of a species can also influence juvenile social play. We examined the relationships among play behaviors, candidate play signals, and play bout termination in Tibetan macaques (Macaca thibetana) during juvenile and infant social play to characterize the species play style. As Tibetan macaques are despotic and live in groups with strict linear dominance hierarchies and infrequent reconciliation, we predicted that play would be at risk of misinterpretation by both the individuals engaged in the play bout and by those watching, possibly leading to injury of the players. Animals living in such societies might need to frequently and clearly signal playful intent to play partners and other group members to avoid aggressive outcomes. We gathered video data on 21 individually-identified juvenile and infant macaques (one month to five years of age) from the Valley of the Wild Monkeys, Mt. Huangshan, China. We used all-occurrence sampling to record play behaviors and candidate play signals based on an ethogram. We predicted that play groups would use multiple candidate play signals in a variety of contexts and in association with the number of audience members in proximity to the players and play bout length. In the 283 playful interactions we scored,juvenile and infant macaques used multiple body and facial candidate play signals. Our data showed that juvenile and infant Tibetan macaques use a versatile repertoire of play behaviors and signals to sustain play
基金This study was supported by the BK21 FOUR project(AI-driven Convergence Software Education Research Program)funded by the Ministry of Education,School of Computer Science and Engineering,Kyungpook National University,Korea(4199990214394).This work was also supported by the Institute of Information&communications Technology Planning&Evaluation(IITP)grant funded by the Korea Government(MSIT)under Grant 2017-0-00053(A Technology Development of Artificial Intelligence Doctors for Cardiovascular Disease).
文摘Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data derived from the interaction of a player’s behavior within the game as well as the player’s experience with the game.Player behavior focuses on dynamic and static information gathered at the time of gameplay.Player experience concerns the association of the human player during gameplay,which is based on cognitive and affective physiological measurements collected from sensors mounted on the player’s body or in the player’s surroundings.In this paper,player experience modeling is studied based on the board puzzle game“Candy Crush Saga”using cognitive data of players accessed by physiological and peripheral devices.Long Short-Term Memory-based Deep Neural Network(LSTM-DNN)is used to predict players’effective states in terms of valence,arousal,dominance,and liking by employing the concept of transfer learning.Transfer learning focuses on gaining knowledge while solving one problem and using the same knowledge to solve different but related problems.The homogeneous transfer learning approach has not been implemented in the game domain before,and this novel study opens a new research area for the game industry where the main challenge is predicting the significance of innovative games for entertainment and players’engagement.Relevant not only from a player’s point of view,it is also a benchmark study for game developers who have been facing problems of“cold start”for innovative games that strengthen the game industrial economy.
文摘学生理解学科内容并将其转化为智能的最好方式之一,是"参与"到具体问题情境中学习,而精心设计的教育游戏可提供更加真实的"问题情境",有效增强"参与度"。本文在对Conceptual Play Spaces理论分析前提下,理清教育游戏"概念性玩耍空间"的设计要素,基此提出探究式教育游戏的情境设计,促使学生沉浸于丰富的情境,并有效地参与其中,力求使学习"自然发生",实现有意义的学习。
文摘In the present competitive society, English becomes more and more important, and how to master English becomes one popular topic for everyone. English is a communicative tool, however, traditional teaching method used in English teaching is not very suitable, and the traditional teaching is very boring and inefficient. The traditional teaching does not give students a real world situation to practice their English speaking and it does not cultivate their learning interests. This phenomenon continued in the students English learning for many years, and students can not use the English to communicate in their daily life. This phenomenon appears in oral English teaching in college schools as well, In order to solve the problems, the paper firstly describes the problem of English spoken teaching in college schools in Chi na. And then it analyzes the performance of problem and the cause of problems. The aim is that we find the problem and deficiency of Eng lish spoken teaching in college schools and use Role play as an effective way to solve these problems. Moreover, how to uses the role play specifically in the spoken English teaching, So that the role play can help teacher change traditional teaching method, enhance students’ oral communication ability, cultivate the students’learning interests and improve spoken English teaching in colleges.
文摘'Wild Play Grounds' are the wild places which can attract people to visit.And the 'Wild Play Grounds' are generally the naturally existing places with unique charm,rather than the established tourist attractions or scenic spots.There are no formal organizations for the daily management.Both tickets and clear geographical borders can not be found here.In this research,'Carefree Travelling' is an integrated project of tourism resources in Shandong Province promoted in 2007.Because of their particular characteristics,the 'Wild Play Grounds' have a certain relationship with 'Carefree Travelling',and they are the natural resources of 'Carefree Travelling'.The development of 'Wild Play Grounds' is the further exploitation of the 'Carefree Travelling' resources as well as a better expanding of the tourist market.Relying on the 'Wild Play Grounds',it also has many advantages to develop 'Carefree Travelling',and it will bring good economic and social benefits.Local government should play an important role in developing the 'Wild Play Grounds'.
基金financed by a Marie Curie International Reintegration Grant from the European Union,project no.PIRG08-GA-2010-277031 "SelectionForWelfare"
文摘Background: Play behavior has been proposed as a new potential indicator of animal welfare. Animals play only if they are in a relaxed state. Play may improve adaptability to challenging environments which may be of interest in the breeding objective. Little information is available on play behavior in livestock species. The aim of the present study is to investigate whether play behavior in post-weaned piglets can be induced instantly in the presence of additional space and whether play markers are body weight, sex, and litter dependent, it is investigated whether playfulness is elicited by the moment or if this measure is consistent over different days. Methods: Thirty two piglets from four litters were released into a corridor and video recorded for eight min at 37, 41, 44 and 48 d of age. The first test was considered as an adjustment period and was not included in the analysis. In the second to the fourth test, joyful brusque movements (jumping, turning and running) were recorded with a camera and total number of movements (JOY#) and total time (JOYtime) were estimated individually. Animals were weighed at 41 d of age. Results: Females had higher scores of JOY# and JOYtime than males but this was significant only for JOY# at 41 d of age (P 〈 0.05). The effect of age was highly significant both for JOY# and JOYtime (P 〈 0.01). Animals with a higher JOY# and JOYtime also expressed a higher JOY# and JOYtime in the other tests, but this was significant only between 44 and 48 d of age (P〈 0.01). Body weight at 41 d of age was not significantly related to JOY# and JQYtime in any of the tests. Conclusions: Locomotor play was induced instantly by the provision of increased space allowance. Litter origin had a significant effect on play behavior. In addition, locomotor play scores were consistent between two of the three tests.
文摘Member of Political Bureau of Central Committee of CPC, Vice Premier of State Council concurrently Minister of Health, General Command of National Protecting and Treating Severe Acute Respiratory Syndrome ( SARS) Headquarters Vice premier WU Yi cordially met the well-known TCM specialists, and held a symposium with them. Sixteen specialists including WANG Yong-yan, CHEN Ke-ji, LI Fu-ren, JIAO Shu-de, HE Pu-ren, LIU