Computer

计算机
  • 文章类型: Journal Article
    美国验光协会定义了计算机视觉综合症(CVS),也被称为数字眼疲劳,作为一组与眼睛和视觉相关的问题,这些问题是由于长时间的计算机导致的,平板电脑,电子阅读器和手机使用\“。我们的目标是创建一个结构良好的,有效,和可靠的问卷来确定CVS的患病率,并分析视觉,眼表,使用新颖而聪明的自我评估问卷进行CVS和眼外后遗症。
    这个多中心,观察,横截面,描述性,描述性基于调查的,在线研究包括来自15所大学的6853名医学生的完整在线回答。所有参与者都对更新做出了回应,在线,CVS问卷的第四版(CVS-F4),具有较高的效度和可靠性。根据源自CVS-F4的五个基本诊断标准(5DC)诊断CVS。符合5DC的受访者被认为是CVS病例。然后将5DC转换为新颖的五个问题的自我评估问卷,称为CVS-Smart。
    在10000名被邀请的医学生中,8006对CVS-F4调查做出了回应(80%的回应率),8006名受访者中有6853人提供了完整的在线回复(完成率为85.6%)。研究受访者的CVS总体患病率为58.78%(n=4028);女性(65.87%)的CVS患病率高于男性(48.06%)。在CVS组中,最常见的视觉,眼表,眼外症状是眼睛疲劳,干眼症,和颈/肩/背痛74.50%(n=3001),58.27%(n=2347),和80.52%(n=3244)的CVS病例,分别。值得注意的是,75.92%(3058/4028)的CVS病例参与了强制计算机系统使用计划。多因素logistic回归分析显示,5DC的两个最具统计学意义的诊断标准是过去12个月内每月≥2次症状/发作(比值比[OR]=204177.2;P<0.0001)和与屏幕使用相关的症状/发作(OR=16047.34;P<0.0001)。CVS-Smart证明了Cronbach的α可靠性系数为0.860,Guttman分半系数为0.805,具有完善的内容和构造效度。CVS-Smart评分为7-10分表明存在CVS。
    视觉,眼表,CVS的眼外诊断标准构成了CVS-Smart的基本组成部分。CVS-Smart是一部小说,有效,可靠,用于确定CVS诊断和患病率的主观工具,可能为快速定期评估和预测提供工具。具有积极CVS-Smart结果的个人应考虑改变他们的生活方式和屏幕风格,并寻求眼科医生和/或验光师的帮助。较高的机构当局应考虑修订《授权计算机系统使用计划》,以避免CVS在大学生中的长期后果。进一步的研究必须将CVS-Smart与CVS的其他可用指标进行比较,比如CVS问卷,确定其测试-重测可靠性,并证明其广泛使用的合理性。
    UNASSIGNED: The American Optometric Association defines computer vision syndrome (CVS), also known as digital eye strain, as \"a group of eye- and vision-related problems that result from prolonged computer, tablet, e-reader and cell phone use\". We aimed to create a well-structured, valid, and reliable questionnaire to determine the prevalence of CVS, and to analyze the visual, ocular surface, and extraocular sequelae of CVS using a novel and smart self-assessment questionnaire.
    UNASSIGNED: This multicenter, observational, cross-sectional, descriptive, survey-based, online study included 6853 complete online responses of medical students from 15 universities. All participants responded to the updated, online, fourth version of the CVS questionnaire (CVS-F4), which has high validity and reliability. CVS was diagnosed according to five basic diagnostic criteria (5DC) derived from the CVS-F4. Respondents who fulfilled the 5DC were considered CVS cases. The 5DC were then converted into a novel five-question self-assessment questionnaire designated as the CVS-Smart.
    UNASSIGNED: Of 10 000 invited medical students, 8006 responded to the CVS-F4 survey (80% response rate), while 6853 of the 8006 respondents provided complete online responses (85.6% completion rate). The overall CVS prevalence was 58.78% (n = 4028) among the study respondents; CVS prevalence was higher among women (65.87%) than among men (48.06%). Within the CVS group, the most common visual, ocular surface, and extraocular complaints were eye strain, dry eye, and neck/shoulder/back pain in 74.50% (n = 3001), 58.27% (n = 2347), and 80.52% (n = 3244) of CVS cases, respectively. Notably, 75.92% (3058/4028) of CVS cases were involved in the Mandated Computer System Use Program. Multivariate logistic regression analysis revealed that the two most statistically significant diagnostic criteria of the 5DC were ≥2 symptoms/attacks per month over the last 12 months (odds ratio [OR] = 204177.2; P <0.0001) and symptoms/attacks associated with screen use (OR = 16047.34; P <0.0001). The CVS-Smart demonstrated a Cronbach\'s alpha reliability coefficient of 0.860, Guttman split-half coefficient of 0.805, with perfect content and construct validity. A CVS-Smart score of 7-10 points indicated the presence of CVS.
    UNASSIGNED: The visual, ocular surface, and extraocular diagnostic criteria for CVS constituted the basic components of CVS-Smart. CVS-Smart is a novel, valid, reliable, subjective instrument for determining CVS diagnosis and prevalence and may provide a tool for rapid periodic assessment and prognostication. Individuals with positive CVS-Smart results should consider modifying their lifestyles and screen styles and seeking the help of ophthalmologists and/or optometrists. Higher institutional authorities should consider revising the Mandated Computer System Use Program to avoid the long-term consequences of CVS among university students. Further research must compare CVS-Smart with other available metrics for CVS, such as the CVS questionnaire, to determine its test-retest reliability and to justify its widespread use.
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  • 文章类型: Journal Article
    背景:需要确定职业玩家(PG)中自我报告的身体症状(例如疼痛)的患病率,并分析生活方式因素与自我报告的身体症状之间是否存在相关性。这项研究的目的是分析PG中自我报告的身体症状的患病率,包括与眼睛相关的问题。另一个目的是分析身体症状和生活方式因素如睡眠时间之间的关联。玩时间和身体活动。
    方法:本研究设计为横断面研究,数据基于电子调查,专门为这项研究创建的,通过讨论和筛选已建立的经过验证的肌肉骨骼疾病的身体症状问卷:卡罗林斯卡睡眠问卷和北欧肌肉骨骼问卷。调查将年龄和经验年限作为PG作为描述性变量,以及关于睡眠的问题,播放时间,以身体活动和身体症状分析为目的。通过电子邮件与10家专业游戏公司的董事联系,并链接到针对特定研究的调查,并分发给所有员工。
    结果:从40页共检索到40份电子调查的答案,其中62.5%(n=25)在回答调查前的三个月内经历过至少一种身体症状。比赛时间与身体症状之间存在显着关联(OR=8.0;95%CI1.4-44.6,p=0.018),每周比赛超过35小时与出现身体症状的几率高8倍呈正相关。
    结论:身体症状的患病率很高,如头痛和眼部症状,在职业电子竞技游戏玩家中。每周玩35小时以上与身体症状的患病率之间存在关联。
    BACKGROUND: There is a need to establish the prevalence of self-reported physical symptoms such as pain in professional gamers (PGs) and to analyse whether there are correlations between lifestyle factors and self-reported physical symptoms. The purpose of this study was to analyse the prevalence of self-reported physical symptoms including eye-related problems in PGs. A further aim was to analyse the association between physical symptoms and lifestyle factors such as sleep time, play time and physical activity.
    METHODS: This study was designed as a cross-sectional study with data based on an electronic survey, created specifically for this study, through discussion and screening of established validated questionnaires for physical symptoms in musculoskeletal conditions: the Karolinska Sleep Questionnaire and the Nordic Musculoskeletal Questionnaire. The survey comprised age and years of experience as a PG as descriptive variables, as well as questions on sleep, play time, physical activity and physical symptoms for the purpose of analysis. The directors of 10 professional gaming corporations were contacted by email with a link to the study-specific survey to distribute to all employees.
    RESULTS: A total of 40 answers to the electronic survey were retrieved from 40 PGs, of which 62.5% (n = 25) had experienced at least one physical symptom in the three months prior to answering the survey. There was a significant association between playing time and physical symptoms (OR = 8.0; 95% CI 1.4-44.6, p = 0.018), where playing for more than 35 h a week was positively associated with eight times higher odds of experiencing physical symptoms.
    CONCLUSIONS: There is a high prevalence of physical symptoms, such as headache and eye symptoms, in professional eSports gamers. There was an association between playing more than 35 h per week with the prevalence of physical symptoms.
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  • 文章类型: Journal Article
    背景:失语症是一种沟通障碍,影响超过三分之一的卒中幸存者。计算机语音和语言治疗(CSLT)是一个复杂的干预需要计算机软件,言语和语言治疗师,志愿者,或者治疗助理,以及失语症患者的自我管理实践。CSLT被发现可以改善单词查找,失语症的常见症状,一项多中心随机对照试验(卒中后失语症的计算机治疗[BigCACTUS]的临床和成本效益)。
    目的:这项研究提供了在BigCACTUS试验中提供的CSLT干预措施的详细描述,并确定了干预措施的活性成分与改善失语症患者的单词发现直接相关。
    方法:我们在一项随机对照试验的背景下进行了一项多方法研究。在研究1中,定性访谈探讨了关键线人对CSLT干预的理解,组件是如何相互作用的,以及如何测量它们。定性数据逐字转录并进行主题分析。定性结果告知了在BigCACTUS试验中作为CSLT干预措施过程评估的一部分收集的过程措施。在研究2中,定量分析探讨了干预过程措施之间的关系(计算机治疗访问时间;治疗师对CSLT的知识;CSLT剪裁的理论基础程度;以及使用该软件练习提示对抗命名所花费的时间,非提示命名,并在功能句子中使用单词),并在6个月的干预期内改变单词发现能力。
    结果:对7名CSLT方法专家进行了定性访谈。主题分析确定了CSLT方法的四个总体组成部分:(1)StepByStep软件(第5版;StepsConsultingLtd),(2)治疗设置:剪裁和个性化,(3)定期独立执业,(4)支持和监测。定量分析包括来自83名随机分配到BigCACTUS试验干预组的参与者的过程和结果数据。被发现与提高单词发现能力直接相关的过程措施是,治疗师为定制计算机化治疗练习以及失语症患者使用计算机软件练习在功能句子中使用单词所花费的时间提供了全面的依据。
    结论:对CSLT方法的定性探索提供了对组件的详细描述,理论,和支持干预的机制,并有助于确定在BigCACTUS试验中收集的过程措施。定量分析进一步加深了我们对干预措施的哪些组成部分与临床改善相关的理解。为了优化使用CSLT方法进行单词查找的好处,建议治疗师特别注意干预措施的活性成分:根据个人的特定语言障碍定制治疗练习,并鼓励失语症患者练习专注于在功能句子中说出单词的练习。
    背景:ISRCTN注册表ISRCTN68798818;https://www。isrctn.com/ISRCTN68798818.
    BACKGROUND: Aphasia is a communication disorder affecting more than one-third of stroke survivors. Computerized Speech and Language Therapy (CSLT) is a complex intervention requiring computer software, speech and language therapists, volunteers, or therapy assistants, as well as self-managed practice from the person with aphasia. CSLT was found to improve word finding, a common symptom of aphasia, in a multicenter randomized controlled trial (Clinical and Cost Effectiveness of Computer Treatment for Aphasia Post Stroke [Big CACTUS]).
    OBJECTIVE: This study provides a detailed description of the CSLT intervention delivered in the Big CACTUS trial and identified the active ingredients of the intervention directly associated with improved word finding for people with aphasia.
    METHODS: We conducted a multiple methods study within the context of a randomized controlled trial. In study 1, qualitative interviews explored key informants\' understanding of the CSLT intervention, how the components interacted, and how they could be measured. Qualitative data were transcribed verbatim and analyzed thematically. Qualitative findings informed the process measures collected as part of a process evaluation of the CSLT intervention delivered in the Big CACTUS trial. In study 2, quantitative analyses explored the relationship between intervention process measures (length of computer therapy access; therapists\' knowledge of CSLT; degree of rationale for CSLT tailoring; and time spent using the software to practice cued confrontation naming, noncued naming, and using words in functional sentences) and change in word-finding ability over a 6-month intervention period.
    RESULTS: Qualitative interviews were conducted with 7 CSLT approach experts. Thematic analysis identified four overarching components of the CSLT approach: (1) the StepByStep software (version 5; Steps Consulting Ltd), (2) therapy setup: tailoring and personalizing, (3) regular independent practice, and (4) support and monitoring. Quantitative analyses included process and outcome data from 83 participants randomized to the intervention arm of the Big CACTUS trial. The process measures found to be directly associated with improved word-finding ability were therapists providing a thorough rationale for tailoring the computerized therapy exercises and the amount of time the person with aphasia spent using the computer software to practice using words in functional sentences.
    CONCLUSIONS: The qualitative exploration of the CSLT approach provided a detailed description of the components, theories, and mechanisms underpinning the intervention and facilitated the identification of process measures to be collected in the Big CACTUS trial. Quantitative analysis furthered our understanding of which components of the intervention are associated with clinical improvement. To optimize the benefits of using the CSLT approach for word finding, therapists are advised to pay particular attention to the active ingredients of the intervention: tailoring the therapy exercises based on the individual\'s specific language difficulties and encouraging people with aphasia to practice the exercises focused on saying words in functional sentences.
    BACKGROUND: ISRCTN Registry ISRCTN68798818; https://www.isrctn.com/ISRCTN68798818.
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  • 文章类型: Journal Article
    正念干预有效改善情绪,减轻压力,提高生活质量。技术的新发展带来了提供正念干预措施的重要渠道,这些干预措施可以增加可及性,比如互联网,计算机化干预措施,移动应用程序和最近,虚拟现实(VR)。本研究的目的是加强我们目前对VR在正念中的使用的理解,也就是说,我们在一项试点随机试验中检查了基于沉浸式VR的正念方法与主动控制(基于计算机的正念冥想)在改善情绪方面的功效。第二个目标是检查VR的使用是否会导致模拟器疾病,从而影响用户的参与度。
    47名(Mage=29.22岁)健康参与者被随机分配到实验组或对照组。
    混合2X3方差分析显示出显著的时间效应。即,两组的负面情绪都有所降低,组间无显著差异。对于积极的情绪,另一方面,我们的结果显示没有显著影响.VR中不存在模拟器疾病,根据t检验,使VR成为一种安全的交付方式。
    未来的研究应该调查VR剂量,并将VR与其他干预措施相结合(例如,与面对面的正念干预相结合,使用互联网提供的干预措施)。
    UNASSIGNED: Mindfulness interventions are effective in improving mood, reducing stress, and increasing quality of life. New developments in technology bring important channels to deliver mindfulness interventions that can increase accessibility, such as the Internet, computerised interventions, mobile apps and recently, virtual reality (VR). The aim of the present study is to enhance our current understanding of the use of VR in mindfulness, namely we examined in a pilot randomised trial the efficacy of an immersive VR-based mindfulness approach compared to an active control (computerised-based mindfulness meditation) on improving mood. A secondary objective was to examine whether VR use resulted in simulator sickness which could affect user engagement.
    UNASSIGNED: Forty-seven (Mage = 29.22 years) healthy participants were randomly assigned to the experimental or control group.
    UNASSIGNED: A mixed 2X3 ANOVA showed a significant Time effect. Namely, negative emotions were reduced in both groups, with non-significant differences between groups. For positive emotions, on the other hand, our results showed no significant impact. Simulator sickness in VR was not present, according to t-test, making VR a safe delivery method.
    UNASSIGNED: Future research should investigate VR dosage and combine VR with other interventions (e.g., blended with face-to-face mindfulness interventions, with Internet-delivered interventions).
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  • 文章类型: Journal Article
    背景:延长屏幕时间与青少年肥胖风险增加相关。然而,关于互联网使用是否也与饮食风险因素有关,包括食用生胖食物,人们知之甚少。
    目的:在本研究中,我们使用具有全国代表性的调查数据,研究了韩国青少年的闲暇时间和学习时间互联网使用与饮食风险因素的关系.
    方法:我们在2015年基于网络的韩国青年风险行为调查中对54,416名中学生和高中生进行了横断面分析。参与者被要求报告闲暇时间和学习时间互联网使用的平均持续时间,不吃早餐的日子,和水果的频率,蔬菜,方便面,快餐,芯片/饼干,和含糖饮料(SSB)摄入量。我们进行了多变量逻辑回归来估计OR和95%CI之间的关系互联网使用的持续时间和饮食风险因素,考虑复杂的调查抽样和调整潜在的混杂因素。
    结果:长时间的闲暇时间使用互联网(≥241与1-60分钟/天相比)与频繁不吃早餐的患病率更高相关(OR:1.39;95%CI:1.29,1.49),水果(OR:1.27;95%CI:1.18,1.36)和蔬菜(OR:1.43;95%CI:1.33,1.55)的摄入量低,方便面摄入量高(OR:1.87;95%CI:1.74,2.02),快餐(OR:1.63;95%CI:1.49,1.78),芯片/饼干(OR:1.37;95%CI:1.24,1.52),和SSB(OR:1.63;95%CI:1.52,1.75)。长期研究时间的互联网使用(≥121,与1-60分钟/天相比)与低水果(OR:0.94;95%CI:0.88,1.00)和蔬菜(OR:0.91;95%CI:0.85,0.98)的摄入量呈负相关,但与方便面(OR:1.10;95%CI:1.03,1.19)和薯条/饼干(OR:1.04,1.23,95CI:1.13;总体关联在按性别分层的分析中保持一致,grade,区域,父母共同居住,感知的家庭收入,感知压力水平,身体活动,和肥胖状况。
    结论:我们的数据表明,长期使用互联网,特别是在闲暇时间,与韩国青少年不太健康的饮食行为有关。AmJClinNutr2021;114:1791-1801。
    Prolonged screen time is associated with an increased risk of obesity in adolescents. However, little is known about whether Internet use is also associated with dietary risk factors including consumption of obesogenic foods.
    In this study, we examined the associations of leisure-time and study-time Internet use with dietary risk factors in Korean adolescents using nationally representative survey data.
    We conducted a cross-sectional analysis among 54,416 middle and high school students in the Korea Youth Risk Behavior Web-based Survey 2015. Participants were asked to report the average duration of leisure-time and study-time Internet use, days of skipping breakfast, and frequency of fruit, vegetable, instant noodle, fast-food, chip/cracker, and sugar-sweetened beverage (SSB) intakes. We performed multivariable logistic regression to estimate ORs and 95% CIs for the relations between duration of Internet use and dietary risk factors, accounting for complex survey sampling and adjusting for potential confounders.
    Prolonged leisure-time Internet use (≥241 compared with 1-60 min/d) was associated with higher prevalence of frequent skipping breakfast (OR: 1.39; 95% CI: 1.29, 1.49), low intakes of fruits (OR: 1.27; 95% CI: 1.18, 1.36) and vegetables (OR: 1.43; 95% CI: 1.33, 1.55), and high intakes of instant noodles (OR: 1.87; 95% CI: 1.74, 2.02), fast-food (OR: 1.63; 95% CI: 1.49, 1.78), chips/crackers (OR: 1.37; 95% CI: 1.24, 1.52), and SSBs (OR: 1.63; 95% CI: 1.52, 1.75). Prolonged study-time Internet use (≥121 compared with 1-60 min/d) was inversely associated with prevalence of low fruit (OR: 0.94; 95% CI: 0.88, 1.00) and vegetable (OR: 0.91; 95% CI: 0.85, 0.98) intakes but was positively associated with high intakes of instant noodles (OR: 1.10; 95% CI: 1.03, 1.19) and chips/crackers (OR: 1.13; 95% CI: 1.04, 1.23). The overall associations remained consistent in analyses stratified by sex, grade, region, parental co-residence, perceived household income, perceived stress level, physical activity, and obesity status.
    Our data suggest that prolonged Internet use, particularly during leisure time, is associated with less healthful dietary behaviors in Korean adolescents. Am J Clin Nutr 2021;114:1791-1801.
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  • 文章类型: Journal Article
    未经证实:与慢性阻塞性肺疾病(COPD)相关的独特认知障碍的报道越来越多。考虑到痴呆症的风险和药物管理,老年COPD患者应进行认知障碍评估.这项研究旨在检查是否可以通过使用触摸屏个人计算机(PC)的评估工具在老年COPD患者中检测到与COPD相关的特定认知障碍。
    未经评估:本研究纳入了28名老年男性COPD患者和30名健康老年男性个体。基于触摸屏PC的认知评估应用程序CogEvo用于根据五个领域评估和比较认知功能:空间认知,定位,工作记忆,执行功能,和注意。
    UNASSIGNED:方差分析显示,两组之间基于五个领域的认知功能指标存在交互影响,表明这些群体认知功能特征的差异。作为子测试的Betweengroup比较表明,执行功能,COPD组的工作记忆明显低于健康组。
    未经评估:CogEvo可以检测与COPD相关的特定认知障碍,提示它有可能被用作老年COPD患者认知障碍的筛查工具.
    UNASSIGNED: Unique cognitive impairments related to chronic obstructive pulmonary diseases (COPD) have been increasingly reported. Considering the dementia risk and medication management, older patients with COPD should be evaluated for cognitive impairment. This study aimed to examine whether specific cognitive impairments related to COPD could be detected by an assessment tool using a touchscreen personal computer (PC) in older patients with COPD.
    UNASSIGNED: This study included 28 older male patients with COPD and 30 healthy older male individuals. A touchscreen PC-based cognitive assessment application called CogEvo was used to assess and compare the cognitive function according to five domains: spatial cognition, orientation, working memory, executive function, and attention.
    UNASSIGNED: Analysis of variance showed an interaction effect on the indices of cognitive function based on five domains between the two groups, indicating differences in the characteristics of cognitive function in such groups. Betweengroup comparisons as a subtest showed that attention, executive function, and working memory were significantly lower in the COPD group than in the healthy group.
    UNASSIGNED: CogEvo can detect specific cognitive impairments associated with COPD, suggesting that it can be potentially used as a screening tool for cognitive impairment in older patients with COPD.
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  • 文章类型: Randomized Controlled Trial
    背景:学龄儿童正处于恒牙取代原牙列的发育期。这也是牙龈炎和龋齿发病率高的时期,这可以通过适当的刷牙来改善。信息技术的进步导致了辅助刷牙的智能健康设备的发展。我们比较了使用称为智能牙刷和智能镜子(STM)系统的刷牙指导(TBI)方法与传统TBI(口头指导)对学龄儿童牙菌斑控制的计算机辅助刷牙的有效性。
    方法:这项随机对照临床试验分析并比较了两种方法在42名学龄儿童中改良Quigley-Hein菌斑指数的降低。参与者被随机分配到STM系统组(n=21)或常规TBI组(n=21)。在基线时评估斑块指数,TBI后立即(第0天),TBI后1周和1个月。
    结果:STM系统和常规TBI平均降低了40.50%和40.57%,分别,在整个口腔斑块上。两组在每个测试时间段内观察到菌斑指数的降低(P<0.001),两组间平均斑块减少无差异(P=0.44).
    结论:本研究测试了一种用于TBI的计算机辅助系统,需要更多的研究来证实它在不同目标中的有用性。临床相关性计算机辅助STM系统可能是儿童TBI的替代方案。试验注册ClinicalTrials.gov(NCT04627324)注册2020年11月13日-回顾性注册,https://clinicaltrials.gov/ct2/show/NCT04627324.
    School children are in a developmental period in which permanent teeth replace primary dentition. It is also a period with a high incidence of gingivitis and caries, which can be improved with adequate tooth brushing. Advances in information technology have led to the development of smart health devices that assist in tooth brushing. We compared the effectiveness of computer-assisted toothbrushing using a toothbrushing instruction (TBI) method called the smart toothbrush and smart mirror (STM) system with that of conventional TBI (verbal instructions) for plaque control in school children.
    This randomized controlled clinical trial analyzed and compared the reduction of the modified Quigley-Hein plaque index between the two methods in 42 school children. The participants were randomly assigned to the STM system group (n = 21) or conventional-TBI group (n = 21). The plaque indices were evaluated at baseline, immediately after TBI (day 0), and 1 week and 1 month after TBI.
    The STM system and conventional TBI led to an average reduction of 40.50% and 40.57%, respectively, in whole mouth plaque. Reductions in the plaque indices within each tested time period were observed in both groups (P < 0.001), and the mean plaque reduction did not differ between the two groups (P = 0.44).
    The present study tested a computer assisted system for TBI, more studies are needed to confirm its usefulness in different objectives. Clinical relevance The computer-assisted STM system may be an alternative of TBI for children. Trial registration ClinicalTrials.gov (NCT04627324) Registered 13/11/2020-Retrospectively registered, https://clinicaltrials.gov/ct2/show/NCT04627324 .
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  • 文章类型: Journal Article
    目的:开发基于注意力的移动多媒体护理能力评估(NCE)系统,相关性,信心,满意度模型并验证其有效性。
    背景:在教育中,移动设备可以在没有时间和空间限制的情况下实现学习内容的交付。基于移动的测试正在成为一种新颖的方法,该方法使用技术来评估学生在实习中的表现。这种基于移动的测试超越了对记忆知识的简单评估,纸质测试常见的限制。它们是有用的,因为它们可以包括多媒体项目,如视频,动画和图片,以全面评估学生的临床能力。
    方法:本研究在首尔的一所护理大学进行,韩国2021年9月。采用混合方法随机对照设计来评估其可用性。试验组参与者采用护理胜任力评价体系,参加焦点小组访谈,对护理胜任力评价体系的效果进行定性验证。对照组的人对基于移动的测试做出了回应,但只有基于文本的测试项目。系统可用性,两组的有效性和学习满意度在移动测试体验后进行测量.定量和定性数据使用t检验和主题分析使用焦点小组访谈,分别。
    结果:有60名护生参加,实验组和对照组各30个。两组护理能力评分差异无统计学意义。然而,实验组的有效性和学习满意度的平均得分明显高于对照组。19名实验组参与者参加了访谈,许多人描述护理能力评估系统使他们能够体验新的学习内容并有效地学习在临床环境中有用的实用护理技能。
    结论:护理能力评估系统是一种有前途的方法,因为它使用移动技术和多媒体来评估学生在护理实习中的表现。结果发现,采用多媒体项目的护理能力评价系统更加现实,与基于文本的移动测试相比,交互式和令人满意的。因此,我们希望它能在未来的护理课程中使用,以提高学生的护理能力。
    OBJECTIVE: To develop a mobile-based multimedia Nursing Competency Evaluation (NCE) system based on the Attention, Relevance, Confidence, Satisfaction model and verify its effectiveness.
    BACKGROUND: In education, mobile devices can enable the delivery of learning content without time and spatial constraints. Mobile-based test is emerging as a novel method using technologies to appraise students\' performance on practicum. This mobile-based test go beyond the simple evaluation of memorised knowledge, a limitation common to paper-based tests. They are useful because they can include multimedia items such as videos, animations and pictures to comprehensively evaluate students\' clinical competencies.
    METHODS: This study was conducted in a nursing university in Seoul, South Korea in September 2021. A mixed method randomised controlled design was employed to evaluate its usability. The participants in the experimental group used the Nursing Competency Evaluation system and joined in focus group interviews for verifying the effects of the Nursing Competency Evaluation system qualitatively. Those in the control group responded to the mobile-based test, but which has only text-based test items. The system usability, effectiveness and learning satisfaction in both groups were measured after the mobile-based test experience. Quantitative and qualitative data were analysed using t-tests and thematic analysis using focus group interviews, respectively.
    RESULTS: Sixty nursing students participated, with 30 each in the experimental and control groups. There were no significant differences in nursing competency scores between the two groups. However, average scores for effectiveness and learning satisfaction were significantly higher in the experimental than in the control group. Nineteen experimental group participants partook in the interviews, with many describing that the Nursing Competency Evaluation system allowed them to experience new learning contents and efficiently learn practical nursing skills that can be useful in clinical settings.
    CONCLUSIONS: The Nursing Competency Evaluation system is a promising method because it used mobile technologies and multimedia to appraise students\' performance on nursing practicum. It was found that the Nursing Competency Evaluation system with multimedia items is more realistic, interactive and satisfactory compared with text-based mobile test. Thus, we expect it to be used in future nursing curriculums to improve students\' nursing competencies.
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  • 文章类型: Journal Article
    COVID-19大流行在全球范围内引发了严重的公共卫生危机,政策制定者正在使用封锁措施来控制病毒。然而,威胁社会稳定的侵略性社会行为明显增加。锁定措施可能会对心理健康产生负面影响,并导致攻击性情绪增加。发现封锁和增加侵略之间的关系对于制定解决这些不利社会影响的适当政策至关重要。我们将自然语言处理(NLP)技术应用于互联网数据,以便调查封锁对社会和情感的影响。
    这项研究旨在了解封锁与增加攻击性之间的关系,使用NLP技术分析以下3种攻击性情绪:愤怒,攻击性语言,仇恨言论,在美国的推文时空范围内。我们对11,455名Twitter用户进行了一项纵向互联网研究,分析了他们从2019年到2020年发布的1,281,362条推文的攻击性情绪。我们选择了3种常见的攻击性情绪(愤怒,攻击性语言,和仇恨言论)在互联网上作为分析的主题。为了检测推文中的情绪,我们训练了一个来自变形金刚的双向编码器表示(BERT)模型,以分析每个州和每个星期的攻击性推文百分比。然后,我们使用差异中的差异估计来衡量封锁状态对不断增加的攻击性推文的影响.由于大多数其他可能影响结果的独立因素,如季节性和区域性因素,被时间和国家的固定效应排除在外,这种差异分析的重要结果不仅可以表明具体的正相关,而且可以指出因果关系。
    在2020年封锁的前6个月,与2019年同期相比,所有用户的攻击性水平都有所上升。值得注意的是,被封锁的用户比未被封锁的用户表现出更高的攻击性。我们的差异估计发现,封锁与攻击性增加之间存在统计学上的显着正相关(愤怒:P=.002,攻击性语言:P<.001,仇恨言论:P=.005)。从这些结果可以推断存在因果关系。
    了解封锁和侵略之间的关系可以帮助政策制定者解决封锁对个人和社会的影响。应用NLP技术和在社交媒体上使用大数据可以为这项工作提供关键和及时的信息。
    BACKGROUND: The COVID-19 pandemic caused a critical public health crisis worldwide, and policymakers are using lockdowns to control the virus. However, there has been a noticeable increase in aggressive social behaviors that threaten social stability. Lockdown measures might negatively affect mental health and lead to an increase in aggressive emotions. Discovering the relationship between lockdown and increased aggression is crucial for formulating appropriate policies that address these adverse societal effects. We applied natural language processing (NLP) technology to internet data, so as to investigate the social and emotional impacts of lockdowns.
    OBJECTIVE: This research aimed to understand the relationship between lockdown and increased aggression using NLP technology to analyze the following 3 kinds of aggressive emotions: anger, offensive language, and hate speech, in spatiotemporal ranges of tweets in the United States.
    METHODS: We conducted a longitudinal internet study of 11,455 Twitter users by analyzing aggressive emotions in 1,281,362 tweets they posted from 2019 to 2020. We selected 3 common aggressive emotions (anger, offensive language, and hate speech) on the internet as the subject of analysis. To detect the emotions in the tweets, we trained a Bidirectional Encoder Representations from Transformers (BERT) model to analyze the percentage of aggressive tweets in every state and every week. Then, we used the difference-in-differences estimation to measure the impact of lockdown status on increasing aggressive tweets. Since most other independent factors that might affect the results, such as seasonal and regional factors, have been ruled out by time and state fixed effects, a significant result in this difference-in-differences analysis can not only indicate a concrete positive correlation but also point to a causal relationship.
    RESULTS: In the first 6 months of lockdown in 2020, aggression levels in all users increased compared to the same period in 2019. Notably, users under lockdown demonstrated greater levels of aggression than those not under lockdown. Our difference-in-differences estimation discovered a statistically significant positive correlation between lockdown and increased aggression (anger: P=.002, offensive language: P<.001, hate speech: P=.005). It can be inferred from such results that there exist causal relations.
    CONCLUSIONS: Understanding the relationship between lockdown and aggression can help policymakers address the personal and societal impacts of lockdown. Applying NLP technology and using big data on social media can provide crucial and timely information for this effort.
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  • 文章类型: Journal Article
    由于在线游戏的容易获得,游戏障碍随着时间的推移而增加。这项研究的目的是确定影响游戏障碍的因素。
    根据IGD-20和DSM-5标准,在游戏平台上分发了一份在线问卷,用于评估。
    游戏持续时间与游戏障碍之间存在显着相关性(r=0.131,P<0.05)。根据IGD-20和DSM-5标准,得分是同时的。
    需要解决游戏玩家之间未诊断的游戏障碍。还需要检查玩游戏的持续时间以减少游戏障碍的流行。
    UNASSIGNED: Gaming disorders have increased over time due to easy availability of online gaming. The aim of this study is to determine the factors influencing the gaming disorders.
    UNASSIGNED: An online questionnaire was circulated on gaming platforms for the assessment as per IGD-20 and DSM-5 criteria.
    UNASSIGNED: A significant correlation was found between duration of play and gaming disorders (r = 0.131, P < 0.05). The scores were concurrent as per IGD-20 and DSM-5 criteria.
    UNASSIGNED: Undiagnosed gaming disorder among gamers needs to be addressed. Duration of playing of games also needs to be checked to reduce the prevalence of gaming disorders.
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