1,139 research outputs found

    Prevention of Protein Glycation by Natural Compounds

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    Non-enzymatic protein glycosylation (glycation) contributes to many diseases and aging of organisms. It can be expected that inhibition of glycation may prolong the lifespan. The search for inhibitors of glycation, mainly using in vitro models, has identified natural compounds able to prevent glycation, especially polyphenols and other natural antioxidants. Extrapolation of results of in vitro studies on the in vivo situation is not straightforward due to differences in the conditions and mechanism of glycation, and bioavailability problems. Nevertheless, available data allow to postulate that enrichment of diet in natural anti-glycating agents may attenuate glycation and, in consequence, ageing

    DEVELOPMENT OF INTEGRATED MANAGEMENT INFORMATION SYSTEMS IN THE CONTEXT OF INDUSTRY 4.0

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    In this paper, development trends of information systems, information systems technology and enterprise information management were analyzed in the context of Industry 4.0 tools. In the first part (par. 1-2), fundamental definitions referred to the subject were presented as well as historic background of Integrated Management Information Systems. In the second part (par. 3), evolution and trends in ERP class systems, electronic economy tools and Product Lifecycle Management software were described. In the third part (par. 4-5), observed trends in information systems technology, in relation to Industry 4.0 tools, were discussed including manufacturing resources, production objects and novel management strategies approach. Many conclusions were related with actual manufacturing practices observed by the authors.​

    Stage models of homosexual identity formation : implications for therapeutic practice

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    Autorzy omawiają zapoczątkowany w latach 70. XX wieku na gruncie afirmatywnych ujęć homoseksualności nurt stadialnych modeli formowania tożsamości gejowskiej i lesbijskiej. Proces rozwoju homoseksualnej tożsamości jest tutaj charakteryzowany za pomocą wyróżnionych wokół najważniejszych wydarzeń rozwojowych, uporządkowanych linearnie etapów prowadzących do wykształcenia nowej autodefinicji. Spośród licznych stadialnych propozycji wybrano i przedstawiono dwie: autorstwa Vivienne Cass oraz Susan McCarn i Ruth Fassinger. Zaprezentowane modele przeanalizowano pod kątem ich użyteczności w praktyce terapeutycznej ukierunkowanej na wspieranie formowania tożsamości homoseksualnej, do której zostały zaprojektowane. Ważnym elementem wspomnianej analizy jest ocena trafności zawartych w nich opisów procesów rozwojowychThe authors discuss stage models of gay and lesbian identity formation first proposed during the 1970s within affirmative approaches to homosexuality. The process of developing homosexual identity is characterized here with linearly ordered stages distinguished around major developmental events leading to new self-definition. Among many stage proposals the authors have chosen and presented two: by Vivienne Cass and Susan McCarn with Ruth Fassinger. The presented models were analysed in terms of their usefulness in therapeutic practice aimed at promoting the formation of gay identity, for which they have been originally designed. An important part of this discussion is evaluation of the accuracy of developmental process descriptions contained in stage model

    E-sport related intrinsic and extrinsic motivation in practice. Initial psychometric properties of the “E-sport and ME” questionnaire

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    Background. The popularity of eSports is rapidly increasing, and PC gamers are watched by crowds of spectators similarly to traditional sports. The aim. E-Sport and ME questionnaire was created to assess motivation for playing video games and competing in tournaments. Material and methods. The theoretical background was grounded in self-determination theory (SDT). The results of 203 men aged 14 to 33 years (M = 20.4; SD = 3.4) were studied. Exploratory and confirmatory factor analyses (EFA and CFA) were conducted. Results. Both EFA and CFA indicated two solid factors: extrinsic and intrinsic motivation [Comparative Fit Index = 0.995, Tucker Lewis Index = 0.994, Root Mean Square Error of Approximation = 0.046 (CI 0.00 – 0.08), Standardized Root Mean Square Residual = 0.075 (χ2 = 64.16, df = 53)]. Both scales had a high level of internal consistency (> α = 0.8). Respondents from professional e-sports clubs have higher extrinsic motivation than amateurs; intrinsic motivation takes place on similar level.  Conclusions. The statistical analysis of e-sport and myself revealed a high level of internal consistency as well as the identification of two distinct factors. This could aid coaches and players in outlining the dominant type of motivation for playing video games. The shown version should be further explored and validated to increase its generalizability

    Psychomotor performance in video games

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    Introduction: Interactive electronic games allow to access virtual environments and interact using a computer or TV screen. Anyone who has played a video game, or seen others playing, is aware of the importance of reaction speed and eye-hand coordination skills. Objective: To determine the differences in psychomotor performance between professional gamers and amateurs. Material and Methods:  A total of 62 gamers took part in the study, including 31 people - professional video game users who had participated in e-tournaments in the last month (age: M = 20.6, SD = 6.3) and 31 people who did not play video games or played very rarely (they declared that they did not participate in e-sports tournaments), who constituted the control group (age: M = 17.9, SD = 5.4). Integrated computer SDP-System with an executive module for stimulus generation and reception was used to assess psychomotor performance. Results: Professional gamers have higher psychomotor skills than amateurs. They reveal better results for fast thinking, motor reactions, perception, attention, and working memory. Conclusion: Playing video games has a positive impact on players' psychomotor performance and can promote improvements in elementary cognitive functions. Key words: video-games; e-sport; psychomotor performance; cognitive functions         &nbsp
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