110 research outputs found

    INVESTIGATION OF HEALTHY EATING SELF-EFFICACY AND CONSCIOUS AWARENESS: A STUDY ON ADOLESCENT CHILDREN WHO DIFFER ACCORDING TO THEIR SPORTING STATUS

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    This study aims to determine the mindfulness and healthy eating self-efficacy levels of adolescents according to their sports status. For this reason, healthy eating self-efficacy scale for children and mindfulness scale for adolescents were used in our study. After the scale data were collected by convenience sampling method, homogeneity results and cronbach alpha values were calculated. Then, the results of the study were obtained by MANOVA analysis. According to the results of the analysis, it has been determined that the ones with the highest value are male adolescent students who do sports. In addition, it has been concluded that doing sports has a positive effect on female students both on conscious awareness and on healthy eating self-efficacy levels. These results show that doing sports can provide significant physical and psychological benefits for adolescents

    An Optoelectromechanical Tactile Sensor for Detection of Breast Lumps

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    A New Approach for Gastrointestinal Tract Findings Detection and Classification : Deep Learning-Based Hybrid Stacking Ensemble Models

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    Endoscopic procedures for diagnosing gastrointestinal tract findings depend on specialist experience and inter-observer variability. This variability can cause minor lesions to be missed and prevent early diagnosis. In this study, deep learning-based hybrid stacking ensemble modeling has been proposed for detecting and classifying gastrointestinal system findings, aiming at early diagnosis with high accuracy and sensitive measurements and saving workload to help the specialist and objectivity in endoscopic diagnosis. In the first level of the proposed bi-level stacking ensemble approach, predictions are obtained by applying 5-fold cross-validation to three new CNN models. A machine learning classifier selected at the second level is trained according to the obtained predictions, and the final classification result is reached. The performances of the stacking models were compared with the performances of the deep learning models, and McNemar’s statistical test was applied to support the results. According to the experimental results, stacking ensemble models performed with a significant difference with 98.42% ACC and 98.19% MCC in the KvasirV2 dataset and 98.53% ACC and 98.39% MCC in the HyperKvasir dataset. This study is the first to offer a new learning-oriented approach that efficiently evaluates CNN features and provides objective and reliable results with statistical testing compared to state-of-the-art studies on the subject. The proposed approach improves the performance of deep learning models and outperforms the state-of-the-art studies in the literature.publishedVersionPeer reviewe

    Exploring obesity, physical activity, and digital game addiction levels among adolescents: A study on machine learning-based prediction of digital game addiction

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    Primary study aim was defining prevalence of obesity, physical activity levels, digital game addiction level in adolescents, to investigate gender differences, relationships between outcomes. Second aim was predicting game addiction based on anthropometric measurements, physical activity levels. Cross-sectional study design was implemented. Participants aged 9-14 living in Kirikkale were part of the study. The sample of the study consists of 405 adolescents, 231 girls (57%) and 174 boys (43%). Self-reported data were collected by questionnaire method from a random sample of 405 adolescent participants. To determine the physical activity levels of children, the Physical Activity Questionnaire for Older Children (PAQ-C). Digital Game addiction was evaluated with the digital game addiction (DGA) scale. Additionally, body mass index (BMI) status was calculated by measuring the height and body mass of the participants. Data analysis were performed using Python 3.9 software and SPSS 28.0 (IBM Corp., Armonk, NY, United States) package program. According to our findings, it was determined that digital game addiction has a negative relationship with physical activity level. It was determined that physical activity level had a negative relationship with BMI. In addition, increased physical activity level was found to reduce obesity and DGA. Game addiction levels of girl participants were significantly higher than boy participants, and game addiction was higher in those with obesity. With the prediction model obtained, it was determined that age, being girls, BMI and total physical activity (TPA) scores were predictors of game addiction. The results revealed that the increase in age and BMI increased the risk of DGA, and we found that women had a 2.59 times greater risk of DGA compared to men. More importantly, the findings of this study showed that physical activity was an important factor reducing DGA 1.51-fold. Our prediction model Logit (P) = 1/(1 + exp(-(-3.384 + Age*0.124 + Gender-boys*(-0.953) + BMI*0.145 + TPA*(-0.410)))). Regular physical activity should be encouraged, digital gaming hours can be limited to maintain ideal weight. Furthermore, adolescents should be encouraged to engage in physical activity to reduce digital game addiction level. As a contribution to the field, the findings of this study presented important results that may help in the prevention of adolescent game addiction

    Effects of low and high doses of acetylsalicylic acid on penicillin-induced epileptiform activity

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    Background: The most common headache associated with epilepsy occurs after seizure activity and is called a postictal headache. Therefore, the objective of this study was to investigate the effects of low and high doses acetylsalicylic acid (aspirin) on a penicillin-induced experimental epilepsy model
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