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News
August 25, 2026
Scientists Develop Algorithm for More Reliable Processors in Data Centres
Researchers from HSE MIEM and Samara University have developed the LRF-3D algorithm to automatically bypass idle nodes in three-dimensional networks-on-chip. Thanks to its hierarchical architecture, the algorithm outperforms existing solutions in both speed and path accuracy, improving processor reliability for use in data centres, supercomputers, and AI computing. The source code and test results are publicly available.
August 24, 2026
Researchers Develop Method for Direct Generation of Regulatory DNA
Researchers at HSE University have developed a model for generating promoters and enhancers—DNA sequences that regulate gene activity. The model works directly with DNA nucleotides, without first transforming them into a continuous numerical representation. This solution could be useful for applications in synthetic biology and gene therapy. The study results were presented at the ICLR 2026 Workshop ‘Generative AI in Genomics (Gen^2): Barriers and Frontiers.’
August 21, 2026
Social Integration: At the Crossroads of Knowledge and Values
The International Laboratory for Social Integration Research (ILSIR) at HSE University studies the challenges faced by vulnerable groups and explores ways to help them participate fully in everyday life. To develop effective solutions, the laboratory’s researchers combine cutting-edge methods with practical fieldwork. In this interview with the HSE News Service, Laboratory Head Elena Iarskaia-Smirnova discusses the laboratory’s work.

 

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Взаимосвязь предпочтений типов компьютерных игр с выраженностью кризисных и стрессовых переживаний в период ранней взрослости

-. 2021. Т. 9. № 5.
Glinkina L. S., Василенко В. Е.

Nowadays, with the almost ubiquitous spread of the computers, video game industry has grown from a focused market to one of the main branches of the leisure industry, being increasingly popular, especially among young people. The article, presenting a part of dissertation research, investigates the relationship between crisis experience, daily stress, and genre preferences of modern O.A. Popov's classification based on the ability of the player to make moral decisions and the presence of the playable character(s) in the game, as well as some other types of splitting up games. The topicality of the problem under research is predetermined by the rapid development of the computer game industry that caused the obsolescence of traditional computer games' classification. The online survey, conducted via the specially written internet form, reached 113 people (61 females and 52 males) with a mean age of 25,46 years. The participants were offered to answer questions of crisis experiences questionnaire for the early adulthood period by V.R. Manukyan, questionnaire of daily stress by M.D. Petrash, O.Yu. Strizhitskaya, L.A. Golovey, S.S. Savenysheva, self-assessment of the emotional states by A. Wessman and D. Ricks and some questions about their gaming activity. ANOVA results indicated mean differences in levels of numerous scales between people preferring different types of games. Preferring-to-have-moral-choices and haven't-decided-on-moral-choices experience more daily stress. People preferring-existing-of-playable-character(s)-games show the same observation with the addition of crisis experiences. People preferring first-person games are calmer and have a better emotional state; they have a lower level of crisis experience and suffer from less daily stress. Moreover, people preferring multiplayer games also have a better emotional state and less crisis experience.

Language: Russian
Keywords: ранняя взрослостькомпьютерные игрыcomputer gamesemotional stateэмоциональное состояниеadulthoodповседневный стрессcrisis experiences daily stresscrises of developmentкризисные переживаниявозрастные кризисы
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