11 research outputs found

    Multivariate analyses of physical activity and sedentary behaviours and constipation.

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    #<p>adjusting for sex, age, perceived family affluence, fruit and vegetable intake, and depression and anxiety symptoms;</p><p>*p<0.05, **p<0.01.</p><p>Index: created after combining the three unhealthy behaviours (physical activity less than 1 hour/d, NEPA less than 1 hour/d, and screen time of at least 4 hours/d).</p

    Background information of subjects with constipation and without constipation (N = 32371).

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    a<p>P value was from Student's t-test.</p>b<p>including TV/video watching and network use/computer games.</p><p>Abbreviations: NEPA (non-exercise physical activity), NA (Not applicable).</p>c<p>the sum of students in each category for each variable may not be equal to the total number due to missing values.</p

    Receiver operating characteristic (ROC) curves for overweight/obesity in boys and girls.

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    <p>Self-reported BMI had the greatest AUC for both sexes. In boys, CBS had a higher AUC than WSR and WC, while in girls the AUCs of CBS, WSR and WC were comparable. (A) AUC for boys: self-reported BMI (0.89); CBS (0.85); self-reported WC (0.80); self-reported WSR (0.78). (B) AUC for girls: self-reported BMI (0.90); CBS (0.81); self-reported WC (0.82); self-reported WSR (0.82).</p

    Receiver operating characteristic (ROC) curves for underweight in boys and girls.

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    <p>Apart from BMI, CBS had the greatest AUC in both boys and girls. (A) AUC for boys: self-reported BMI (0.89); CBS (0.82); self-reported WC (0.72); self-reported WSR (0.70). (B) AUC for girls: self-reported BMI (0.88); CBS (0.81); self-reported WC (0.77); self-reported WSR (0.76).</p

    Optimal current body size cut-offs for overweight/obesity and underweight by sex and age.

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    <p>CBS: current body size; J: Youden index; LR+: positive likelihood ratio.</p

    Additional file 1: Table S1. of Smoking and nasopharyngeal carcinoma mortality: a cohort study of 101,823 adults in Guangzhou, China

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    Hazard ratios (HRs) of NPC deaths by smoking status in the combined cohort (men). Figure S1: The flow chart of the analytical cohort selection in Guangzhou Occupational Cohort (GZOC). (DOCX 29 kb

    Data_Sheet_1_Development and evaluation of two brief digital health promotion game booths utilizing augmented reality and motion detection to promote well-being at a gerontechnology summit in Hong Kong.PDF

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    BackgroundThe acceleration of population aging calls for simple and effective interventions catered for older people. Gerontechnology, the combination of gerontology and technology, can promote quality of life in older adults. However, public health-related events incorporating information communication technology (ICT) for older people have seldom been evaluated.ObjectiveWe reported the development and evaluation of two simple and brief digital health promotion games hosted at the annual Hong Kong Gerontech and Innovation Expo cum Summit (GIES) in 2018 and 2019 to promote well-being.MethodsTwo game booths (Dinosaur Augmented Reality photo-taking in 2018, Sit-and-Stand fitness challenge in 2019) were designed by our interdisciplinary team. Four gaming technologies were employed: augmented reality, chroma key (green screen), motion detection and 3D modeling. Immediately after the game, we administered a brief questionnaire survey to assess participant satisfaction, happiness and perceived benefits, and collected qualitative data through observations and informal interviews.ResultsMajority of 1,186 and 729 game booth participants in 2018 and 2019, respectively, were female (73.4% and 64.7%) and older adults (65.5 and 65.2%). Overall satisfaction toward the game booths was high (4.64 ± 0.60 and 4.54 ± 0.68 out of 5), with females and older adults reporting higher scores. Average personal and family happiness of participants in 2018 were 8.2 and 8.0 (out of 10). 90.3 and 18.4% of participants in 2019 chose one or more personal (e.g. enhance healthy living habits 62.4%, enhance personal happiness 61.6%) and family (e.g. enhance family happiness 15.6%, improve family relationships 10.8%) benefits of the game booth, respectively. Participants showed enthusiasm toward the technologies, and pride in their physical abilities in the fitness challenge.ConclusionOur report on the development and evaluation of brief game interventions with ICT showed high satisfaction and immediate perceived benefits in community participants. Females and older adults reported higher satisfaction. Simple tools measuring happiness and perceived benefits showed positive results. Older adults were receptive and enthusiastic about the new technologies. Our findings can inform researchers and organizers of similar events. More research on simple and enjoyable ICT interventions is needed to attract older adults and promote their well-being.Trial registrationThe research protocol was registered at the National Institutes of Health (Identifier number: NCT03960372) on May 23, 2019.</p

    Excess risk (ER) % in the never/seldom exercise group, and difference in excess risk (ΔER)% of mortality associated with each 10% increase in influenza intensity for low/moderate and frequent exercise relative to the never/seldom exercise.

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    <p>ER% were assessed by Poisson regression, and ΔER% were assessed by multinomial logistic regression, negative values indicate odds reduction vs never/seldom exercise (P-values: <sup>*</sup><0.05 <sup>**</sup><0.01 <sup>***</sup><0.001 <sup>****</sup><0.0001); ‘Never/Seldom’ means adults who never exercised or exercised less than once per month, ‘Low/Moderate’ means adults who exercised at least once per month to three times per week, and ‘Frequent’ means adults who exercised four times or more per week</p
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