Results 51 to 60 of about 5,174 (246)
ABSTRACT Quantifying oral polymorphonuclear neutrophils (oPMNs) is a clinically validated approach for assessing periodontal inflammation. However, current methods, such as manual hemocytometry and flow cytometry, are time‐consuming (>3 h), require invasive sampling, and depend on staining and complex instrumentation, making them unsuitable for point ...
Mohsen Hassani +9 more
wiley +1 more source
Callous unemotional traits and self-regulation in adolescents with gaming disorder
Background Video games have become a primary source of entertainment for adolescents worldwide due to the widespread integration of digital technology into daily life.
Mariam Dawoud +2 more
doaj +1 more source
Background: Technology usage has seen an increase among users. The usage varies from social, personal, and psychological reasons. Users are frequently using to overcome mood states as well as to manage the other psychological states.
Aswathy Das +3 more
doaj +1 more source
Background Problematic screen use, defined as an inability to control use despite private, social, and professional life consequences, is increasingly common among adolescents and can have significant mental and physical health consequences.
Julia H. Raney +7 more
doaj +1 more source
This review presents recent progress in vision‐augmented wearable interfaces that combine artificial vision, soft wearable sensors, and exoskeletal robots. Inspired by biological visual systems, these technologies enable multimodal perception and intelligent human–machine interaction.
Jihun Lee +4 more
wiley +1 more source
3D Printed Omniphobic Slippery Liquid Infused Porous Surfaces for Low Surface Tension Repellency
A 3D printing strategy fabricates omniphobic slippery liquid‐infused porous structures with lubricant reservoirs and interconnected microchannels. A post‐printing surface treatment modifies the porous surface to ensure compatibility with the infused fluorinated lubricant.
Noa Trink, Shlomo Magdassi
wiley +1 more source
Internet and Video Game Addiction
Internet and video games have become a major aspect of modern culture and daily life. According to Internet World Stats, more than 3.7 billion people worldwide accessed the Internet via computers, smartphones, and/or tablet computers in March 2017 (see World Internet Usage and Population Statistics, 2017).
Wen (Vivien) Li Anthony, Blake Anthony
openaire +1 more source
Continual Learning for Multimodal Data Fusion of a Soft Gripper
Models trained on a single data modality often struggle to generalize when exposed to a different modality. This work introduces a continual learning algorithm capable of incrementally learning different data modalities by leveraging both class‐incremental and domain‐incremental learning scenarios in an artificial environment where labeled data is ...
Nilay Kushawaha, Egidio Falotico
wiley +1 more source
Proposed Gaming Addiction Behavioral Treatment Method
This paper proposes a novel behavioral treatment approach using a harm-reduction, moderated play strategy to treat computer/video gaming addiction. This method involves the gradual reduction in game playtime as a treatment intervention.
Kenneth Woog
doaj +1 more source
Here, we present a textile, wearable capacitive interface enabling multidirectional remote control by dynamically modulating electrode overlap and spacing via a freely gliding upper electrode. A forearm‐mounted prototype drives robotic and media tasks with 12–15 ms latency, maintains < 0.8% drift after 500 cycles, and remains stably functional at 90 ...
Cagatay Gumus +8 more
wiley +1 more source

