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1.
Int J Biol Macromol ; 260(Pt 1): 129502, 2024 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-38232895

RESUMO

In this research, we develop a method to create biodegradable food packaging films. Initially, TEMPO-oxidized cellulose nanofiber (TOCNF) undergoes sonication to produce well-dispersed single-strain nanofibers. These nanofibers are then blended with waterborne polyurethane (WPU) to enhance their extensibility. To further enhance compatibility between these two components, a non-ionic surfactant, Tween 80, is introduced into the TOCNF/WPU mixture to improve the dispersion of the WPU within the blend. The addition of Tween 80 significantly increases the transparency of the resulting film (Transmittance: 89.4 %, Haze: 2.2 %). Furthermore, the incorporation of the surfactant effectively reduces the formation of wrinkles and cracks during the film drying process, preventing adverse impacts on the film's barrier properties. The thin film further undergoes esterification crosslinking with citric acid to remove its hydrophilic groups for better water vapor barrier properties. The resulting bio-based packaging film exhibits remarkable transparency, strong biodegradability, and superior gas-barrier properties (water vapor and oxygen) compared to commonly used food packaging.


Assuntos
Celulose Oxidada , Nanofibras , Celulose , Vapor , Polissorbatos , Embalagem de Alimentos , Tensoativos
2.
Sci Total Environ ; 899: 165691, 2023 Nov 15.
Artigo em Inglês | MEDLINE | ID: mdl-37482352

RESUMO

The volume of industrial fishing in the South China Sea ranks among the top global sustainable fisheries concerns of the Food and Agriculture Organization (FAO). To better understand the scale of management challenges, biogeographic zones of the SCS were characterized, and within each a multivariate GAM (General Additive Model) was fitted to predict and map the complete fishing activities from 2017 to 2020. Model variables, some incomplete or with gaps, included: VIIRS DNB night-time light imagery; Global Fisheries Watch (GFW) data; satellite Ocean Colour; Sea Surface Temperature; and bathymetry data. Four biogeographic zones with differing fishing patterns and trends were identified. We used cross-validation and the GAM model's own tuning method for model prediction accuracy determination, which performed well in four biogeographic zones (R2 respectively: 0.62, 0.68, 0.74 and 0.71). High-intensity fishing grounds are mainly distributed in offshore continental shelf areas. From 2017 to 2019, high-intensity fishing grounds were located near the Beibu Gulf of Vietnam, south Vietnam, part of the Gulf of Thailand and the central Java Sea, where fishing effort greater than 50 h exceeded average annual SCS fishing intensity for several years. By season, intensity and extent of fishing in Spring were largest. In 2020, due to the impact of COVID-19, except for Spring, fishing volume generally decreased. Our experimental results provide new insights and an adaptable biogeographic modelling methodology to map the scale and intensity of regional fishing activities more accurately and completely. This more comprehensive database, that takes account of intrinsic biogeographic fishery context, will help improve and strengthen the regulation of fishing activities around the world.


Assuntos
COVID-19 , Caça , Humanos , Pesqueiros , China , Estações do Ano
3.
Digit Health ; 8: 20552076221129099, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36185390

RESUMO

Objective: Dengue is endemic but vaccination against it is optional in tropical Singapore. Despite vector control measures to curb mosquito breeding, dengue infection continues to be prevalent. A serious game has been developed to raise the community awareness of dengue vector control programme among residents in Singapore. The study aimed to evaluate the effectiveness of this serious game on the knowledge, attitude and practice (KAP) in dengue prevention among adults. It also determined their willingness to be vaccinated against dengue. Methods: A randomised controlled trial was conducted among volunteer adults who were visiting a regional primary care clinic in Sengkang, Singapore. 400 participants were randomly allocated to receive information regarding dengue prevention from either playing a serious game (intervention) or visiting a dengue prevention website (control). Before and after receiving information on dengue prevention, participants completed a self-administered online questionnaire within a two-week interval to assess the KAP score and their interest to vaccinate against dengue. Participants, who played serious game, evaluated the game with the System Usability Scale (SUS). Results: A total of 374 participants, comprising of 178 participants (89%) from intervention group and 196 participants (98%) from control group, completed both questionnaires. 157 (78.5%) participants in the intervention group completed playing the serious game. Participants in both groups had increased KAP score from baseline, but the mean difference in score (SD) was greater when assessing participants' daily practice towards dengue prevention in the serious game group compared to the control group (1.0 (2.8) vs 0.3 (1.9), p = .009). There was a positive correlation (rho = 0.275) between mean change in KAP score and highest achievement attained within serious game (p = .001). The mean SUS (SD) was 61.8 (19.2) among participants who played the serious game. 84.2% of the study population was willing to undertake the dengue vaccination at baseline. Participants in both groups had increased proportion of participants who showed interest in dengue vaccination from baseline but the difference between serious game group and control group were not significant (5.6% vs 2.6%, p = .131). Conclusions: Serious game is at least equally effective compared to conventional web-based learning in promoting dengue prevention measures and vaccination intention among adults, and may be considered as a feasible alternative to digitally engage local residents.

4.
Front Pediatr ; 10: 847257, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35402359

RESUMO

Background: Pediatric immunization is often associated with significant fear and anxiety among the children and their parents. Their distress may potentially affect their adherence to the childhood immunization schedule and the acceptance of other recommended vaccines by physicians. Objective: The study primarily aimed to assess the feasibility of using immersive virtual reality (VR) during immunization in children in primary care. The secondary aim was to determine the effectiveness of immersive VR in alleviating pain and anxiety among children, reduction of anxiety of their parents and attending nurses during immunization compared to usual care without VR. Methods: A pilot open-label randomized control trial was conducted at a public primary care clinic in Singapore. Thirty children, aged 4-10 years were randomized to an intervention group (n = 15) using VR and a control group (n = 15) without VR during immunization. Feasibility was assessed by the response rate to the use of VR. The Faces Pain Scale-Revised (FPS-R) and the Children's Fear Scale (CFS) were used to determine their pain and anxiety, respectively. The anxiety level of their accompanying parents and attending nurses were evaluated using Visual Analog Scale (VAS) prior and post-immunization of these children. The FPS-R and CFS scores, and anxiety assessment for parents and nurses were assessed using Mann-Whitney U test. Wilcoxon signed rank test was used to assess the difference in the nurses' experience of using the VR application. Results: One child refused to use the VR equipment, constituting a rejection rate of 6.7% (1/15) but no adverse event occurred in the intervention arm. The overall response rate of 88% (30/34) when the parents were approached to participate in the study, indicating feasibility of using VR in childhood immunization. In the intervention group compared to the control group, the change in scores for CFS (median -1, IQR -2 to 0; P = 0.04), parental VAS (median -4, IQR -5 to -1; P = 0.04) were significantly decreased. After immunization, nurses scored favorably for VR, in terms of simplicity (median 9.5, IQR 5.72 to 10; P = 0.01), acceptability (median 10, IQR 5 to 10; P = 0.005) and willingness to use VR in the future (median 10, IQR 5 to 10; P = 0.02). Conclusion: Immersive VR is feasible, safe and effective in alleviating anxiety among the children and parents. Nurses viewed the application of VR in childhood immunization favorably. Clinical Trial Registration: [https://clinicaltrials.gov/ct2/show/NCT04748367], identifier [NCT04748367].

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