68 research outputs found

    The Push and Pull of Nostalgia: Sentimental Longing in a Fundamental Component of the Behavior Change Process

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    Abstract: Behavior change is hard, and the recovery process is equally as challenging. Yet a paucity of research has been conducted on factors that motivated and undermine sustained behavior change. In this talk, we will discuss a growing body of work that suggests nostalgic reverie (i.e., sentimental longing) is a critical factor in both the behavior change and recovery process among people living with a gambling disorder. First, we will report the results of research (Study 1) that demonstrates nostalgic reverie for life before one’s problematic gambling behaviour facilitates behaviour change. We will then report the results of new research (three studies) that demonstrates the potential dark side of nostalgia among people in recovery from a gambling disorder (as well as those living with an eating disorder). Specifically, we show that among people in recovery from an eating disorder (Study 2) and disordered gambling (Study 3) who are nostalgic for the perceived benefits of their disorder (e.g., the excitement of winning) felt they were less (subjective) advanced in their recovery process. Among those living with a gambling disorder, we also showed that optimism about their recovery process interacted with nostalgia to create ambivalence about their recovery. Implications: This program of research suggests there are both basic and applied implications of nostalgic reverie (and its content) that both researchers and treatment providers need to take into consideration when trying to understand and facilitate sustained behavior change

    The impact of quality management systems on construction performance in the North West of England

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    As the total construction output in the North West of England (NWE) is forecast to rise by an average of 2.5% over the next five years. It is imperative for organizations in the region to improve their overall construction performance, particularly if they are to hit the targets presented by UK Government in the construction 2025 report. Despite the known benefits of quality management systems (QMS) its implementation in relation to construction performance is very limited, particularly in the UK. Therefore, the purpose of this paper is to examine whether QMS can affect construction performance in the NWE. A pragmatic mixed method approach of sequential explanatory strategy was adopted to conduct this research. This initially involved a quantitative approach of questionnaire surveys to gain opinions and views of a representative sample of industry professionals based in the NWE. The quantitative results were analyzed to discover relationships in the data and further formulate the questions for the qualitative interviews. Three interviews with leading industry professionals were then conducted and the data was analyzed using a thematic approach. The themes identified in the interviews were then cross-referenced with the data discovered in the questionnaire survey and literature review. The findings provide a clear indication that the implementation of a QMS has a positive effect on construction performance in the NWE. Immediate improvements in efficiency of a construction organization when implementing a QMS were discovered, including greater managerial control and the recording and reduction in defects. Long term effects of changing company attitude by setting out company requirements and responsibilities through highlighting the significance of quality, and furthermore encouraging a culture of co-operation and teamwork, were also proven to increase construction performance as time progresses. To further enhance this research the focus could be on the whole of the UK. However, a greater amount of time would be required to gain the required representative sample. Furthermore, although the questionnaire survey was distributed equally within the selected sample, a greater number of respondents working for contractors responded. Therefore, the respondents of the questionnaire survey were not equal in terms of organization (client, contractor, sub-contractor, project manager). According to the best knowledge of the authors and through searching many sources, there are no specific studies examining QMS and their effect on construction performance in the UK and particularly in the NWE. Therefore, it is believed the study is the first of its kind. The study discovered many findings that can be considered as a contribution to practice and theory. Moreover, it can be considered as a fundamental base for future studies in this research area. © 2019, © 2019 Informa UK Limited, trading as Taylor & Francis Group

    Proprioceptive loss and the perception, control and learning of arm movements in humans: evidence from sensory neuronopathy

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    © 2018 The Author(s) It is uncertain how vision and proprioception contribute to adaptation of voluntary arm movements. In normal participants, adaptation to imposed forces is possible with or without vision, suggesting that proprioception is sufficient; in participants with proprioceptive loss (PL), adaptation is possible with visual feedback, suggesting that proprioception is unnecessary. In experiment 1 adaptation to, and retention of, perturbing forces were evaluated in three chronically deafferented participants. They made rapid reaching movements to move a cursor toward a visual target, and a planar robot arm applied orthogonal velocity-dependent forces. Trial-by-trial error correction was observed in all participants. Such adaptation has been characterized with a dual-rate model: a fast process that learns quickly, but retains poorly and a slow process that learns slowly and retains well. Experiment 2 showed that the PL participants had large individual differences in learning and retention rates compared to normal controls. Experiment 3 tested participants’ perception of applied forces. With visual feedback, the PL participants could report the perturbation’s direction as well as controls; without visual feedback, thresholds were elevated. Experiment 4 showed, in healthy participants, that force direction could be estimated from head motion, at levels close to the no-vision threshold for the PL participants. Our results show that proprioceptive loss influences perception, motor control and adaptation but that proprioception from the moving limb is not essential for adaptation to, or detection of, force fields. The differences in learning and retention seen between the three deafferented participants suggest that they achieve these tasks in idiosyncratic ways after proprioceptive loss, possibly integrating visual and vestibular information with individual cognitive strategies

    Interactivity and immersion UI UX design for games

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    This book explores the design, use and implementation of the visual and graphic user interface design (GUI) in the context of video games and their impact on a player’s experience. As an integral part of game delivery, the GUI enables and facilitates gameplay, aiding the immersion process, therefore the nature of its design is central to a game's success. Bridging and unifying the disciplines of interaction design, graphic design, game design and the delivery of game narrative, this title is aimed at those keen to understand the central importance of the GUI in video games. It will also aid readers studying for a career in or around the video game industry, practicing professionals and those wishing to broaden their working knowledge of game studies and ludology through informative and practical guidance presented in a user i.e reader friendly way

    Necessitats dels professionals sanitaris en equips de cures pal·liatives domiciliàries: un estudi qualitatiu

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    L’objectiu d’aquest estudi qualitatiu és conèixer les necessitats percebudes pels professionals sanitaris d’un equip de cures pal·liatives en entorn domiciliari, principalment per la manca de testimonis existents en estudis nacionals i internacionals centrats en aquest àmbit. S’han realitzat entrevistes semi-estructurades i formals a un total de 5 professionals. L’anàlisi temàtica ha permès identificar necessitats que es centren en quatre temes principals relatius a: (1) la manca de recursos, (2) al treball en equip, (3) la formació dels professionals, (4) al suport emocional dels professionals sanitaris. Els resultats obtinguts permeten destacar la importància en les necessitats que precisen els equips de professionals sanitaris, fomentar la millora del servei, proporcionant informació propera a la seva experiència subjectiva, amb la finalitat de facilitar la presa de decisions dirigides a incrementar el seu benestar en l’àmbit laboral.The objective of this qualitative study is to find out the needs perceived by healthcare professionals of a palliative care team in a home environment, mainly due to the lack of existing testimonials in national and international studies focusing on this area. Semi-structured and formal interviews were conducted with a total of 5 professionals. Thematic analysis has identified needs that focus on four main topics: (1) lack of resources, (2) teamwork, (3) training of professionals, (4) emotional support of professionals sanitary. The results obtained highlight the importance of the needs of the teams of healthcare professionals, promote service improvement, providing information close to their subjective experience, in order to facilitate decision-making aimed at increasing their well-being in the field of work

    The conservation of wildlife under the Antarctic Treaty

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    Video games: an introduction to the industry

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    A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry
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