If there are no clearly defined management procedures, medical waste may represent a source of serious health hazards. Medical waste management was evaluated at the three hospitals in the Nisava and Toplica district, in Serbia. All the stages of existing waste management (segregation, collection, storage, transportation and disposal of waste) were examined by interviewing the personnel involved in the management of waste. The generated waste was a mixture of hazardous and non-hazardous waste. The study found that waste management performance in this district was poor and that there were problems in every stage of management. The results indicate that the waste generation rate was 1.92 kg bed(-1) day(-1) and consisted of 98.7% general waste and 1.3% sharps. Inappropriate segregation practices were the biggest problem and led to increased quantities of general waste. There were no specific regulations for the segregation of the medical waste. None of the surveyed hospitals have a system to refine wastewater and there were no training courses about hospital waste management.
In this paper, we examine the effects of three video game variables: camera perspective (1 st person versus 3 rd person), session duration, and repeated play on training participants to mitigate three cognitive biases. We developed a 70 minute, 3D immersive video game for use as an experimentation test bed. One-hundred and sixty three participants either watched an instructional decision video or played one of the four versions of the game. Each participant's learning was assessed by comparing his or her post-test scores and pre-test scores for knowledge of the biases and ability to mitigate them. Results indicated that repeated game play across two sessions produced the largest improvement in learning, and was more effective than the instructional decision video and single session game for mitigating biases. Surprisingly, session duration did not improve learning, and results were mixed for the third person perspective improved learning. Overall, the video game did improve participant's ability to learn and to mitigate three cognitive biases. Implications for training using video game are discussed.
RationaleThe aim of this study was to determine the effects of indoor air pollution exposure on respiratory symptoms and illnesses in non-smoking women in Niš, Serbia.Materials and methodsThe study was carried out in 1,082 never-smoking females, aged 20-40 years, who were not occupationally exposed to indoor air pollution. The prevalence of respiratory symptoms and illnesses was assessed using the American Thoracic Society questionnaires. Multivariate methods were used in the analysis.ResultsA strong association was found between respiratory symptoms and indoor air pollution. The associations between home dampness and sinusitis and bronchitis were also found to be statistically significant.ConclusionsIndoor air pollution exposure is an important risk factor for respiratory symptoms and illnesses in non-smoking women in Niš, Serbia.
Rationale: The aim of this study was to determine the effects of indoor air pollution exposure on respiratory symptoms and illnesses in non-smoking women in Niš, Serbia.
Materials and methods: The study was carried out in 1,082 never-smoking females, aged 20-40 years, who were not occupationally exposed to indoor air pollution. The prevalence of respiratory symptoms and illnesses was assessed using the American Thoracic Society questionnaires. Multivariate methods were used in the analysis.
Results: A strong association was found between respiratory symptoms and indoor air pollution. The associations between home dampness and sinusitis and bronchitis were also found to be statistically significant.
Conclusions: Indoor air pollution exposure is an important risk factor for respiratory symptoms and illnesses in nonsmoking women in Niš, Serbia.
The objective of this study was to probe the cognitive processing of cockpit warning displays in emergency situations by assessing the effects of acute stress on information sampling and decision-making using eye tracking equipment. A novel image-matching computer task based on the Matching Familiar Figures Task (MFFT) was designed to provide a measure of cognitive impulsivity. The stress induction procedure involved a challenging manual response task coupled with unpredictable and uncontrollable bursts of loud, aversive noise, and a matched neutral control task. Healthy participants (n=40) completed the task under two conditions: neutral and stress. Participants under stress made more image matching errors and visually sampled less in terms of both saccade count and dwell time on the MFFT, and made a greater number of responses without having first sampled all information areas displayed on the screen at least once ('premature closure'). The findings of this study may have useful implications for the design of visual information displays across a variety of industries, particularly aviation.
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