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1.
Brain Sci ; 11(8)2021 Aug 22.
Article in English | MEDLINE | ID: mdl-34439723

ABSTRACT

BACKGROUND: Despite an alarming rise in the global prevalence of dementia, the available modalities for improving cognition and mental wellbeing of dementia patients remain limited. Environmental enrichment is an experimental paradigm that has shown promising anti-depressive and memory-enhancing effects in pre-clinical studies. However, its clinical utility has remained limited due to the lack of effective implementation strategies. OBJECTIVE: The primary objective of this study was to evaluate the usability (tolerability and interactivity) of a long-term virtual reality (VR)- based environmental enrichment training program in older adults with mild cognitive impairment (MCI) and mild dementia. A secondary objective was to assess the effect of VR-based environmental enrichment on stabilization of cognitive functioning and improvement of mental wellbeing in older adults with MCI and mild dementia. METHODS: A total of seven participants (four patients with MCI and three with mild dementia) received biweekly VR-based environmental enrichment over a course of 6 months. The tolerability and interactivity of the participants in the VR training was serially assessed via virtual reality sickness questionnaire (VRSQ) and recording of input-error ratio. Cognitive functioning was assessed through Montreal cognitive assessment (MoCA) before and after the study. Mental wellbeing was assessed through Warwick-Edinburgh Mental Well Being Scale (WEMWBS). RESULTS: VR-based environmental enrichment was well-tolerated by the patients with significant decrease in VRSQ scores (p < 0.01) and input-error ratio (p < 0.001) overtime. VR training was also effective in stabilization of MoCA scores over the course of therapy (non-significant difference in the MoCA scores before and after the therapy) and was associated with a trend (p < 0.1) towards improvement in WEMWBS scores between the first and the last assessments. Qualitative observations by the care-givers further corroborated a noticeable improvement in mental wellbeing of patients. CONCLUSIONS: This pilot study shows that VR can be a feasible, tolerable, and potentially effective tool in long-term support of older adults with MCI and mild dementia.

2.
Front Psychol ; 12: 549955, 2021.
Article in English | MEDLINE | ID: mdl-34140907

ABSTRACT

Trolling-the online exploitation of website, chat, or game mechanics at another user's expense-can and does take place all over cyberspace. It can take myriad forms, as well-some verbal, like trash-talking an opponent in a game, and some silent, like refusing to include a new player in a team effort during an in-game quest. However, despite this variety, there are few to no studies comparing the effects of these differing trolling types on victims. In addition, no study has yet taken into account users' offline cultural context and norms into the trolling victim experience. To fill this gap in the literature, the present study put participants from three culturally-distinct countries-Pakistan, Taiwan, and the Netherlands-in a simulated trolling interaction using the Cyberball game. Participants were either flamed (read: harshly insulted) or ostracized by a member of their own cultural group (ingroup) or a minority member (outgroup), and the participants' emotional responses, behavioral intentions toward the other players, and messages sent during the game were taken as indicators of their response to the trolling. Results showed that our Taiwanese sample used the most reactive aggression when trolled and our Dutch sample was the most passive. In addition, ostracism generally produced the desire to repair relationships, irrespective of cultural context, and perpetrator culture (ingroup or outgroup) only produced an effect in the behavioral intentions of our Pakistani sample. Overall, it would appear that online and offline culture interact to produce the variety of responses to trolling seen in extant literature. Additional implications for future research into computer-mediated communication and online aggression are also discussed.

3.
J Med Internet Res ; 23(2): e23467, 2021 02 09.
Article in English | MEDLINE | ID: mdl-33493125

ABSTRACT

BACKGROUND: Many countries across the globe have released their own COVID-19 contact tracing apps. This has resulted in the proliferation of several apps that used a variety of technologies. With the absence of a standardized approach used by the authorities, policy makers, and developers, many of these apps were unique. Therefore, they varied by function and the underlying technology used for contact tracing and infection reporting. OBJECTIVE: The goal of this study was to analyze most of the COVID-19 contact tracing apps in use today. Beyond investigating the privacy features, design, and implications of these apps, this research examined the underlying technologies used in contact tracing apps. It also attempted to provide some insights into their level of penetration and to gauge their public reception. This research also investigated the data collection, reporting, retention, and destruction procedures used by each of the apps under review. METHODS: This research study evaluated 13 apps corresponding to 10 countries based on the underlying technology used. The inclusion criteria ensured that most COVID-19-declared epicenters (ie, countries) were included in the sample, such as Italy. The evaluated apps also included countries that did relatively well in controlling the outbreak of COVID-19, such as Singapore. Informational and unofficial contact tracing apps were excluded from this study. A total of 30,000 reviews corresponding to the 13 apps were scraped from app store webpages and analyzed. RESULTS: This study identified seven distinct technologies used by COVID-19 tracing apps and 13 distinct apps. The United States was reported to have released the most contact tracing apps, followed by Italy. Bluetooth was the most frequently used underlying technology, employed by seven apps, whereas three apps used GPS. The Norwegian, Singaporean, Georgian, and New Zealand apps were among those that collected the most personal information from users, whereas some apps, such as the Swiss app and the Italian (Immuni) app, did not collect any user information. The observed minimum amount of time implemented for most of the apps with regard to data destruction was 14 days, while the Georgian app retained records for 3 years. No significant battery drainage issue was reported for most of the apps. Interestingly, only about 2% of the reviewers expressed concerns about their privacy across all apps. The number and frequency of technical issues reported on the Apple App Store were significantly more than those reported on Google Play; the highest was with the New Zealand app, with 27% of the reviewers reporting technical difficulties (ie, 10% out of 27% scraped reviews reported that the app did not work). The Norwegian, Swiss, and US (PathCheck) apps had the least reported technical issues, sitting at just below 10%. In terms of usability, many apps, such as those from Singapore, Australia, and Switzerland, did not provide the users with an option to sign out from their apps. CONCLUSIONS: This article highlighted the fact that COVID-19 contact tracing apps are still facing many obstacles toward their widespread and public acceptance. The main challenges are related to the technical, usability, and privacy issues or to the requirements reported by some users.


Subject(s)
Attitude , COVID-19/prevention & control , Contact Tracing/methods , Mobile Applications , Privacy , Australia , Data Collection , Disease Outbreaks , Geographic Information Systems , Georgia (Republic) , Humans , Italy , New Zealand , Norway , SARS-CoV-2 , Singapore , Switzerland , Technology , United States , Wireless Technology
4.
Scientometrics ; 126(2): 1813-1827, 2021.
Article in English | MEDLINE | ID: mdl-33281245

ABSTRACT

The disruption from COVID-19 has been felt deeply across all walks of life. Similarly, academic conferences as one key pillar of dissemination and interaction around research and development have taken a hit. We analyse an interesting focal point as to how conferences in the area of Computer Science have reacted to this disruption with respect to their mode of offering and registration prices, and whether their response is contingent upon specific factors such as where the conference was to be hosted, its ranking, its publisher or its original scheduled date. To achieve this, we collected metadata associated with 170 conferences in the area of Computer Science and as a means of comparison; 25 Psychology conferences. We show that conferences in the area of Computer Science have demonstrated agility and resilience by progressing to an online mode due to COVID-19 (approximately 76% of Computer Science conferences moved to an online mode), many with no changes in their schedule, particularly those in North America and those with a higher ranking. Whilst registration fees have lowered by an average of 42% due to the onset of COVID-19, conferences still have to facilitate attendance on a large scale due to the logistics and costs involved. In conclusion, we discuss the implications of our findings and speculate what they mean for conferences, including those in Computer Science, in the post-COVID-19 world.

5.
Digit Health ; 4: 2055207618797554, 2018.
Article in English | MEDLINE | ID: mdl-30202544

ABSTRACT

Self-monitoring is the cornerstone of many health and wellness persuasive interventions. However, applications designed to promote health and wellness that use this strategy have recorded varying degrees of success. In this study, we investigated why the self-monitoring strategy might work in some contexts and fail in others. We conducted a series of large-scale studies, with a total of 1768 participants, to explore the strengths and weaknesses of the self-monitoring strategy. Our results uncover important strengths and weaknesses that could facilitate or hinder the effectiveness of self-monitoring to promote the health and wellness of its users. The strengths include its tendency to reveal problem behaviours, provide real and concrete information, foster reflection, make people accept responsibility, create awareness and raise users' consciousness about their health and wellness. Some of the weaknesses include its tendency to provoke health disorder, be tedious and boring. We contribute to the digital health community by offering design guidelines for operationalising self-monitoring to overcome its weaknesses and amplify its strengths.

6.
Front Psychol ; 7: 1936, 2016.
Article in English | MEDLINE | ID: mdl-28018271

ABSTRACT

The present study investigates how easily it can be detected whether a child is being truthful or not in a game situation, and it explores the cue validity of bodily movements for such type of classification. To achieve this, we introduce an innovative methodology - the combination of perception studies (in which eye-tracking technology is being used) and automated movement analysis. Film fragments from truthful and deceptive children were shown to human judges who were given the task to decide whether the recorded child was being truthful or not. Results reveal that judges are able to accurately distinguish truthful clips from lying clips in both perception studies. Even though the automated movement analysis for overall and specific body regions did not yield significant results between the experimental conditions, we did find a positive correlation between the amount of movement in a child and the perception of lies, i.e., the more movement the children exhibited during a clip, the higher the chance that the clip was perceived as a lie. The eye-tracking study revealed that, even when there is movement happening in different body regions, judges tend to focus their attention mainly on the face region. This is the first study that compares a perceptual and an automated method for the detection of deceptive behavior in children whose data have been elicited through an ecologically valid paradigm.

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