6 research outputs found

    Development of Integrated GreenVec Biofeedback Game with Galvanic Skin Response Sensor

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    GreenVec Biofeedback Game (GVBG) is a biofeedback game-based application that able to measure the skin conductivity of the player with the integration of Galvanic Skin Response (GSR) sensor. The measurement of the skin conductivity is crucial as an indicator for human meditation improvement in terms of stress control. In addition, GVBG spread awareness on global green technology issues specifically about the Electric Vehicles (EV) issue to all users throughout the game process. The measured Skin Conductivity Level (SCL) corresponds to the player’s awareness level about the green EV. During the development, Spiral Methodology is applied for a smoother and clearer development processes. GVBG is mainly developed by using Microsoft Visual Studio 2008 with XNA Framework 3.1 and Adobe Photoshop CS6. By playing GVBG, the user will be able to learn more about the proper way to reduce stress while gain awareness on the green technology issues related with Electric Vehicles

    Workplace Stress, Heavy workload and its impact on Employee’s Performance and Turnover Intentions in Pharmaceutical Companies of Khyber Pakhtunkhwa

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    Today is the era of condense competition among the industry globally. To achieve a strategic edge over their competitors, organizations move beyond the traditional boundaries of operations and demand for more and effective productive work from their employees. This results in increased workload and generates a demanding and stressful working environment. Moreover, the study aimed to investigate the effect of workplace stress and heavy workload on employee performance and their turnover intentions from the organization. A survey questionnaire was used to gather data from the employees of pharmaceutical companies in Khyber Pakhtunkhwa. Based on 292 participants’ responses from 570 employees. The study's findings revealed that there is a significant and negative relationship between workplace stress and heavy workload with employees ’ performance, and also a positive relationship between workplace stress and heavy workload with employee turnover intention, but Work Stress and Heavy Workload have really no effect on TI. Based on the current findings of the research, it has been concluded that the management of Pakistani pharmaceutical companies must introduce better tools to reduce workplace stress and workload. This will not only enhance organizational work performance but will minimize overall anxiety and stress, lowering the likelihood of employees leaving the company. &nbsp

    Greenvec Game for Skin Conductivity Level (SCL) Biofeedback Performance Simulator Using Galvanic Skin Response (GSR) Sensor

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    The increasing fame of biofeedback game has brought convenience to human life. More and more people rely on biofeedback game as an alternative medical treatment to overcome their stress problems. GreenVec Biofeedback Game (GVBG) is a biofeedback game-based application that able to measure the skin conductivity of the player with an integration of Galvanic Skin Response (GSR) sensor. The measurement of the skin conductivity is crucial as an indicator for human meditation improvement in terms of stress control. In addition, GVBG spread awareness on global green technology issues, specifically about the Electric Vehicles (EV) topics to all users throughout the game process. The measured Skin Conductivity Level (SCL) corresponds to the player’s awareness of the green EV through the GVBG Simulator. Furthermore, GVBGsimulates the biofeedback performance through the measured SCL. It creates a short report on the player’s SCL based on the GSR sensor data and the game results at the end of the game session. From the results, the awareness on the EV is high when the SCL is high, whereas the awareness on the EV is low when the SCL is low. Therefore, GVBG Simulator helps users to train accordingly in order to reduce stress while at the same time gain awareness on the green technology issues with EV

    SARS-CoV-2 vaccination modelling for safe surgery to save lives: data from an international prospective cohort study

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    Background: Preoperative SARS-CoV-2 vaccination could support safer elective surgery. Vaccine numbers are limited so this study aimed to inform their prioritization by modelling. Methods: The primary outcome was the number needed to vaccinate (NNV) to prevent one COVID-19-related death in 1 year. NNVs were based on postoperative SARS-CoV-2 rates and mortality in an international cohort study (surgical patients), and community SARS-CoV-2 incidence and case fatality data (general population). NNV estimates were stratified by age (18-49, 50-69, 70 or more years) and type of surgery. Best- and worst-case scenarios were used to describe uncertainty. Results: NNVs were more favourable in surgical patients than the general population. The most favourable NNVs were in patients aged 70 years or more needing cancer surgery (351; best case 196, worst case 816) or non-cancer surgery (733; best case 407, worst case 1664). Both exceeded the NNV in the general population (1840; best case 1196, worst case 3066). NNVs for surgical patients remained favourable at a range of SARS-CoV-2 incidence rates in sensitivity analysis modelling. Globally, prioritizing preoperative vaccination of patients needing elective surgery ahead of the general population could prevent an additional 58 687 (best case 115 007, worst case 20 177) COVID-19-related deaths in 1 year. Conclusion: As global roll out of SARS-CoV-2 vaccination proceeds, patients needing elective surgery should be prioritized ahead of the general population
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