This study describes an experiment in which 126 participants engaged via a mobile telephone simulation that included a visual display in a discussion that required self-disclosure and affective evaluation of the other participant. Participants in same gender and mixed gender dyads were represented by avatars that varied in visual realism (unmodified video, modified video, graphic display, or no visual display) and behavioral realism (static visual display versus dynamic or animated). Participants subsequently rated the Perceived Social Richness of the Medium and the Interactant Satisfaction with the conversation. Interactant Satisfaction was a new measure of social presence created to tap emotional and affective evaluations. Participants rated devices withhigher-realism and more behaviorally realistic avatars as being more capable of effective social interaction, but their actual perceptions of affective dimensions of their conversational partner were essentially unaffected by visual representations.
CONTEXTO:A transição normativa do ensino secundário para o superior apresenta vários desa os, nomeadamente a saída da casa familiar, o aumento de independência, alterações nos grupos sociais e um acesso aumentado a álcool e drogas. Alguns dos estudantes com estratégias de coping menos adaptativas para lidar com estas alterações, em muitos casos stressantes, podem estar em risco de desenvolver uma má qualidade de sono e comportamentos de risco no que diz respeito ao consumo de álcool. OBJETIVOS: Avaliar a ansiedade, stress e depressão relacionadas com distúrbios de sono e consumo de álcool em alunos do ensino superior, bem como a relação entre a qualidade de sono, stress, ansiedade, depressão e consumo de álcool e as caraterísticas sociodemográ cas selecionadas. METODOLOGIA: Estudo, descritivo-correlacional e transversal. Amostra não probabilística e por conveniência de 158 alunos do ensino superior. Os instrumentos de avaliação foram o Alcohol Use Disorders Identi cation Test-AUDIT, o Índice de Qualidade de Sono de Pittsburgh-IQPS e a Escala de Ansiedade, Depressão e Stress-EADS-21. RESULTADOS: A maioria dos estudantes (53.8%) demonstra uma má qualidade de sono apresentando níveis de stress, ansiedade e depressão superiores aos restantes. Uma maioria de estudantes (86.1%) tem um nível de consumo de álcool normal. Existe uma relação entre a qualidade de sono e o nível de consumo de álcool. CONCLUSÕES: Os resultados do estudo con rmam a necessidade da consulta de higiene do sono na Unidade de Psicologia Clínica do Instituto Politécnico de Bragança, de forma a ir ao encontro das queixas evidenciadas nas perturbações no padrão do sono-vigília dos estudantes.PALAVRAS-CHAVE: transtornos do sono-vigília; consumo de bebidas alcoólicas; saúde mental; adulto jovem ABSTRACT "Anxiety, stress and depression related to sleep wake disorders and alcohol consumption among higher education students" BACKGROUND: e transition from secondary school to higher education presents a number of challenges, such as leaving the family home, increasing independence, changes in social groups, and increased access to alcohol and drugs. Some of the students with less adaptive strategies to cope with these, o en, stressful changes may be at risk of developing poor sleep quality and risky behaviour when it comes to alcohol consumption. AIM: Evaluate anxiety, stress and depression related to sleep disorders and alcohol consumption in students of higher education, as well as the relationship between sleep quality, stress, anxiety, depression and alcohol consumption and the selected socio-demographic characteristics. METHODS: Descriptive-correlational and cross-sectional study. A nonprobabilistic, by convenience sample of 158 higher education students. e Alcohol Use Disorders Identi cation Test-AUDIT, Pittsburgh Sleep Quality Index-PSQI and the Anxiety, Depression and Stress Scale-EADS-21 were used as instruments. RESULTS: e majority of the students (53.8%) showed poor quality of sleep presenting higher levels of stress, anxiety and depression than ...
Abstract-To enhance older citizen's practice of physical exercise, we present the architecture, development, and pilot testing of a multiuser online gymnasium based on Kinect motion capture and OpenSimulator, which aims to enable socialization and supervision of exercise practice without travel requirements. The prototype was tested simultaneously with 4 elders at different locations, providing data on the feasibility of the approach and informing subsequent development and research.
The combination of the potentialities of the interactive technologies, like exergames and the emerging motion capture devices with the ability of 3D virtual worlds for socialisation and context, can produce a platform to promote the physical activity of its users, which leverages its potential. The OnlineGym is an exploratory project based on an online 3D virtual worlds platform that allows users to interact with the system through the use of a motion capture device. This paper discusses the chosen technological approaches and the preliminary results of the experiments performed with users.
IntroductionObesiTIC is a project which aims to investigate innovative information and communication technologies resulting in a new ICT tool specifically designed for children and teenagers, in order to acquire healthy lifestyles, promoting physical activity and avoiding health and social problems associated with obesity and overweight. This is achieved through its co-design and validation with children and teens following a Living Lab approach through SPORTIS Living Lab, a European Network of Living Lab's effective member. Objectives 1. To develop an innovative solution that would enable healthrelated behaviour changes, increase motivation, promote physical activity and reduce prolonged sedentary time in users, thanks to persuasive and ubiquitous computing techniques. 2. To be validated by SPORTIS Living Lab. Following SPORTIS aim to involve society in the innovation process, ObesiTIC will be validated by end-users (children and teenagers) combined with the development of the application and final product, in order to suit and respect all the needs and aspects of the users' requirements. Methods A Living Lab methodology is implemented:1. Exploring and identifying potential end users 2. Co-design with end users 3. Testing through focus groups Expected Results1. Visibility, recognition and implication by the administration, user groups and SMEs. 2. Different cross-border and local activities, like the People Olympics Initiative, which is an international initiative for social innovation based on collective physical activity competitions between cities around the world. 3. Scale the project up to all ages and to different European countries contributing to the initiative, involving European SMEs to test and validate it. A2Ocean Living Lab. An innovative structure for co-conception and experimentation in nautical sports Jokin Garatea, Idoia Muñoz GAIA, Association of Electronic and Information Technologies in the Basque Country, Bilbao, Spain Correspondence: Idoia Muñoz (idoia@gaia.es) BMC Sports Science, Medicine and Rehabilitation 2017, 9(Suppl 1):A2 IntroductionOcean Living Lab comprises a new level of collaborative endeavour, pooling energies, capabilities and methodologies to resolve common problems, to innovate around new uses and to test new equipment in nautical sports much more effectively. Ocean LL intends to address the territorial challenges of promoting the marine/ aquatic sector and the competitiveness of these enterprises through open innovation, bringing together economic operators (water sector and technologies), user communities, R&D centers and universities to build a marine sector of excellence and an economic development engine. Objectives -To foster the practice of the greatest number of water-related activities by developing new and entirely safe usages in a preserved environment. -To make the Basque coast a land of excellence for coconception and experimentation in real conditions of new products and services in nautical sports by developing optimal conditions for participation by all kinds...
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