[Purpose] This study aimed to investigate the effects of leucine-enriched essential amino acid (LEAA) supplementation on muscle fatigue and the level of inflammatory cytokines in wheelchair basketball players after a basketball game and interval training. [Methods] Of the ten recruited wheelchair basketball players (aged 34.5±8.9 years; lean body mass of 34.3±10.0 kg) who had spinal cord injury (SCI) and had undergone amputation, nine participated in the final test. These nine athletes received LEAA supplements (3 times 4.0 g/day) or placebo treatment in a double-blind, randomized, crossover study. We measured variables related to muscular fatigue and inflammatory response before the intense exercise and 4 days after recovery. [Results] The significant effect of LEAA supplementation was inhibition of circulating IL-6 levels in the LEAA-treated group compared with the placebo group (P < .05). However, no changes were observed in the TNF-α and creatinine kinase levels. Moreover, analysis of variance analysis showed no significant difference in the relative values of muscle soreness. However, the effect size analysis with Cohen's d reported a significant improvement in the relative values of whole body and back muscle soreness. [Conclusion] Our results revealed that LEAA supplementation before and after intense exercise could help reduce muscle soreness and IL-6 levels in wheelchair basketball players.
Purpose: This study investigates the moderating effect of mindset types on experience and perceived quality in virtual reality (VR) contexts and identify the relationships among mindset types, experience, perceived quality, attitude, and purchase. Research design, data and methodology: Using a survey, a total of 250 participants were recruited from South Korea. Participants were asked whether they have been VR users who had experienced VR before participating in the survey. We used the partial least squares method to test the hypotheses based on structural equation modeling. Results: The results show that experience, including spatial, reality, and sensory experiences, has positive effects on perceived quality. Additionally, the mindset moderates the relationship between experience and perceived quality such that consumers with experience are more likely to have greater perceived quality when they have a growth mindset compared to those with a fixed mindset. The VR context's perceived quality exerts positive effects on attitude toward the VR context, while attitude has positive effects on purchase intention. Conclusion: We suggest that the consumer's mindset might work as an essential moderating factor that influences the relationship between experience and perceived quality. Our findings can help marketers plan promotion strategies more effectively and cater to the different objectives of their contexts.
The purposes of study were to survey the status of nutrition education in school and investigate the perception of nutrition teacher candidates concerning the direction and ideal method for nutrition education. A questionnaire was distributed to 554 nutrition teacher candidates from August to October, 2006. A total of 468 usable data were collected (84.5% response rate). The statistical data analysis was completed by using SPSS for Windows (ver. 10.0) for descriptive analysis, ANOVA and $X^2$-test. About 52% of respondents had nutrition education teaching experience. Half of the respondents indicated that the necessity for nutrition education stemmed from their own need for such education. The main problem in students' dietary life was 'the increasing intake of processed foods, instant foods and fast foods (4.23 out of Likert 5 point scale)' and the major nutritional problem was 'high calorie intake with low essential nutrients (3.96 out of Likert 5 point scale)'. Over half the respondents (53.4%) recommended that nutrition education be oriented towards behavioral change rather than knowledge delivery. Social learning theory was preferred mostly as an theory apt to nutrition education (60.3%) and the most effective means of education was referred to organizing the regular class for nutrition education (50.5%). The 'playing such as songs or game' was reported as both effective and realizable method in nutrition education.
Park, Jeong Sook;Choi, Mi Jung;Ma, Ji Eun;Moon, Ji Hyun;Moon, Hyo Jeong
Research in Community and Public Health Nursing
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v.25
no.1
/
pp.12-23
/
2014
Purpose: The purpose of this study is to investigate influence of cellular phone videos and games on dry eye syndrome in university students. Methods: A randomized comparison group pre-post design is used. Sixty university students were randomly assigned to either a video or a game group. Frequencies of blinking, dry eye symptoms scores and amounts of tears were measured. Thirty subjects watched cellular phone video programmes and the other 30 subjects played cellular phone games for 61 minutes. In addition, frequencies of blinking were measured three times during treatment, once immediately after a treatment and twice at an interval of 20 minutes after subsequent treatments. Results: Post-test scores of frequencies of blinking significantly decreased, dry eye symptoms scores including amounts of tears significantly increased greater than pre-test scores in both groups. But there were no significant differences between the groups. Frequencies of blinking were significantly different with respect to the time spent using cellular phone. In both groups, the lowest frequencies of blinking were shown after 40 minutes of cellular phone use. Conclusion: This study shows that using cellular phone has negative influence on dry eye syndrome and eyes require a resting period after cellular phone use over 40 minutes.
We investigated elementary school students' knowledge, behavior, experience and preference of education method related to food safety in order to provide basic information for food safety educational program. A survey study was conducted with 569, fourth and sixth grade students, from two schools in Seoul and Ulsan. Students were asked thirty-two questions regarding food safety knowledge, behavior and experiences as well as their attitude to food safety class and preference for teaching method. The data was analyzed for the frequency analysis, t-test, chi-square test, one-way ANOVA and Pearson correlation using the SPSS/Windows. Results indicated that 91.9 percent of the respondents did not know what unsanitary food is. 67 percent of the respondents did not know the proper method of hand washing. Although the students' level of knowledge and behavior associated with food safety was low, there was meaningful correlation(r =.184, p<.01) between knowledge and behavior. Surprisingly, students in higher grade did not demonstrate an exceeding food safety knowledge and behavior. More than 50 percent of the subjects did not have food safety education either at home or school. 60 percent of the respondents interested in food safety and the majority recognized that a food safety education is needed. Students want to learn about unsanitary food(34.1%), foodborne illness(29.7%), food selection and storage method(21.3%), and personal hygiene(11.2%) through game, role play, and practice in real situation. These results suggest that development of food safety education program is needed through the elementary school year and the education program must include fun activities in which students can participate.
Background: Deficiencies in the ability to maintain balance are common in elderly. Augmented feedback such as knowledge of results (KR) can accelerate learning and mastering a motor skill in older people. Objects: We designed this study to examine whether one session of Wii-Fit game with self-regulated KR is effective for elderly people, and to compare the effect of two different timings of self-regulated KR conditions. Methods: Thirty-nine community-dwelling elders, not living in hospice care or a nursing home, participated in this study. During acquisition, two groups of volunteers were trained in 10 blocks of a dynamic balancing task under the following 2 conditions, respectively: (a) a pre-trial self-regulated KR ($n_1=18$), or (b) a post-trial self-regulated KR ($n_2=21$). Immediate retention tests and delayed retention tests of balancing performance were administered in 15 minutes and 24 hours following acquisition period, respectively. Results: In both groups, significant improvements of balancing performances scores were observed during the acquisition period. Regardless of the group, mean of balancing performance scores on retention tests were well-maintained from the final session. There were no significant differences between groups in balancing performance scores during the acquisition period (p>.05); however, the post-trial self-regulated KR group exhibited significantly higher balancing performance scores in both the immediate retention test and delayed retention test than that of the pre-trial self-regulated KR group (p<.05). Conclusion: Therefore, subjects who regulated their feedback after a dynamic balancing task, during the acquisition period, experienced more efficient motor learning during the retention period than did subjects who regulated their feedback before a dynamic balancing task. Accordingly, in case of presenting the KR of motor learning in clinical settings to elders who reduced dynamic balance abilities, the requesting time of KR is imperative according to self-estimation processes as well as types of KR and practice.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.18
no.5
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pp.187-195
/
2018
In this study, using real-time gaze tracking and head tracking method, we intended to quantitatively evaluate the deviation between the patient's head and gaze direction while minimizing inspection errors due to apraxia of conventional paper-based examination respectively. As a result, we developed a software that can quantitatively measure gaze and head movement information, and computerized the line bisection and star cancelation test, which are generally used as conventional paper test. In addition, for the rehabilitation training, contents corresponding to the visual technology of Warren's visual hierarchical model lower level are implemented and can be performed repetitively and independently. This allows the patient to actively participate in rehabilitation and quantitatively compare the degree of improvement.
Choe, Eun-Hee;Nam, Eun-Woo;Lee, Kyu-Sik;Jin, Gi-Nam;Houri, Daisuke;Min, Liu Zhong;Matsumoto, Kenji
The Journal of Korean Society for School & Community Health Education
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v.11
no.2
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pp.1-12
/
2010
Objectives: This study examined the life style differences of middle school students among in Korea, China and Japan and analyzed the factors influencing on the perceived health. Methods: The data of 1,390 students aged between 14 years and 16 from three countries collected between in November, 2008 and January, 2009 and analyzed the data using $x^2$-test, ANOVA-test and logistic regression analysis in SPSS Win 12.0. Results: Korean students spent more time on study and mobile phone use than Japanese, and more time on TV computer game than Chinese students. In addition, Korean students had a higher percentage in skipping breakfast and in not exercising than the other two countries. Overall, students who went to bed before midnight, having breakfast or doing exercise had better perceived health. Conclusions: The policies on health education should be conducted at a national level in order to improve their unhealthy life styles of Korean middle school students.
This study attempted to investigate the effect of 'RolyPoly 160' on the self-care of diabetes in the community. The experimental group was 60 diabetes living in estern region, G-Metropolitan City, and 'RolyPoly 160' was used more than 5 times a week within 5-10 minutes for 12 weeks. The control group was a resident in the western region, and once received a group lecture in the beginning of the experiment, The study period was from July 1 to September 20, 2019. Self-care tests were conducted before and after the study. The collected data was analyzed with frequency analysis, descriptive statistics, independent sample t-test and cross-tabulation analysis. In the experimental group, drug therapy, foot care, exercise therapy, and diet self-care were statistically significantly increased than before the experiment. Therefore 'RolyPoly 160' can be used as a nursing intervention program to help diabetic patients perform self-care in the future.
International Journal of Knowledge Content Development & Technology
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v.12
no.4
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pp.25-39
/
2022
Perceptions of Library and Information (LI) professionals in Nigeria and the impact of COVID-19 on libraries, librarians and library services, were studied. The significance of demographic factors on LI professionals' perception of COVID-19 and its impact on libraries was tested. Descriptive survey design and Purpose sampling technique were adopted. LIS professionals in Nigeria constituted the population, and an online questionnaire designed by the researchers through Microsoft Forms was used. Descriptive analysis of respondents' demographic data and their covid-19 perception were presented in frequencies and percentages using tables while multivariate regression technique was used to test the significance of relationship between variables at P < 0.05. Findings revealed that many (61.4%) of the respondents agreed that COVID-19 is real but have personal reservations. However, 47.5% indicated that COVID-19 is a scientific invention. On the impacts of COVID-19 on libraries, the study found that COVID-19 is a game changer that will enhance the creation of new services by libraries, cause the reconfiguration of library space for safe operations in post-COVID, establishment of new rules and regulations, and more reliance on e-resources. On the test of association, educational qualification of respondents had a significant impact on respondents' perceptions that COVID-19 will reduce the use of library print resources (P-value = 0.005, B: 0.38, [95% CI: 0.115 - 0.646]) and that library will create new services to address the changes caused by COVID-19. Also, educational qualification of respondents significantly influenced respondents' perception that COVID-19 is real. The study recommends that libraries should take advantage of the season to innovate, and that public health institutions should continually educate people on corona virus to disabuse people's mind of conspiracy theories.
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