163 research outputs found

    The Acute Effects of Aerobic and Resistance Exercise on Cardiovascular Function and Arterial Stiffness

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    The cardiovascular system changes acutely to the stresses of exercise to support the increased metabolic demand of the working tissues. This is accomplished through the augmentation of several parameters including heart rate, blood pressure, and vascular tone such as arterial stiffness. Exercise training has been shown to elicit changes in arterial stiffness but the acute effects of exercise on arterial stiffness have not been thoroughly studied. The current study examined the acute effects of no (control), aerobic (30 minutes of cycling at ~70% maximum heart rate), and resistance exercise (30 minutes, 3 sets of 10 repetitions for 6 exercises) on arterial stiffness in healthy males (n=11) utilizing measures of carotid-femoral pulse wave velocity and pulse wave analysis at rest and during recovery for 60 minutes. The exercise sessions utilized were consistent with American College of Sports Medicine guidelines for exercise in healthy individuals. Carotid-femoral pulse wave velocity demonstrated no significant change from resting values throughout recovery for any of the activities (~9 m·s-1). Systemic arterial stiffness values (corrected to a heart rate of 75 bpm) were significantly higher post-resistance exercise than the control and aerobic exercise activities initially (34.2 ± 10.3% vs. 14.2 ± 10.9% and 3.2 ± 12.7%, p\u3c0.05) and remained statistically higher throughout recovery. These results indicate that resistance exercise alone resulted in an increase in systemic arterial stiffness that lasted for at least 60 minutes. In contrast, neither aerobic or resistance activity elicited a change in regional arterial stiffness. Further studies may clarify the time course and mechanisms for changes in arterial stiffness following acute and chronic exercise of various modalities and intensities

    A Mobile Game to Support Smoking Cessation: Prototype Assessment

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    Background: Cigarette smoking results in an estimated seven million deaths annually. Almost half of all smokers attempt to quit each year, yet only approximately 6% are successful. Although there are multiple effective interventions that can increase these odds, substantial room remains for improvement. One effective approach to helping smokers quit is contingency management, where quitting is incentivized with the delivery of monetary rewards in exchange for objective evidence (e.g., exhaled carbon monoxide levels) of abstinence. Objective: We assessed the feasibility and promise of Inspired, a contingency management mobile app for smoking cessation that uses game-based rewards to incentivize abstinence from smoking instead of the monetary (or material) rewards typically used. We sought participant feedback and limited objective data on: the features and design of Inspired, interest in using Inspired when it becomes available, the likelihood of Inspired being an effective cessation aid, and the rank order preference of Inspired relative to other familiar smoking cessation aids. Methods: Twenty-eight treatment-seeking smokers participated in this study. Participants attended a single one-hour session in which they received an overview of the goals of the Inspired mobile game, practiced submitting breath carbon monoxide (CO) samples, and played representative levels of the game. Participants were then told that they could play an extra level, or they could stop, complete an outcome survey, receive payment, and be dismissed. A sign-up sheet requesting personal contact information was available for those who wished to be notified when the full version of Inspired becomes available. Results: Using binary criteria for endorsement, participants indicated that, assuming it was currently available and fully developed, they would be more likely to use Inspired than: any other smoking cessation aid (21/28, 75%), the nicotine patch (23/28, 82%), a drug designed to reduce smoking cravings (23/28, 82%), or a program involving attendance in training sessions or support group meetings (27/28, 96%). In the questionnaire, participants indicated that both the Inspired program (26/28, 93%) and the Inspired game would be “Fun” (28/28, 100%), and 71% (20/28) reported that the program would help them personally quit smoking. Fifty-eight percent of participants (15/26) chose to continue playing the game rather than immediately collecting payment for participation and leaving. Eighty-two percent of participants (23/28) signed up to be notified when the full version of Inspired becomes available. Conclusions: This was the first study to evaluate a game-based contingency management app that uses game-based virtual goods as rewards for smoking abstinence. The outcomes suggest that the completed app has potential to be an effective smoking cessation aid that would be widely adopted by smokers wishing to quit

    Relationship Between Food Craving And Food Selection

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    Objective: The primary aim of this study was to determine the influence of craving on food selection. Research Methods and Procedures: A total of 95 viable participants completed the food craving inventory (FCI), a restaurant meal selection questionnaire, and various demographic questions. Linear regression modeling was used to analyze the relationship between FCI craving score and various forms of caloric intake. Logistic regression models were utilized to analyze the relationship between “high-craving” status and food selection. Results: No significant findings resulted from modelling the relationship between craving category FCI scores and craved caloric intake using Pearson’s coefficient. Likewise, no significant relationships were observed between craving category FCI scores and total caloric intake. Various significant relationships resulted from modelling the relationship between “high-craver” status and food selection. “High-craver” status for CARB and SWEET were significant predictors of choosing a high-fat meal. “High-craver” status for FFF was found to be a significant predictor of choosing a high-FFF meal. “High-craver” status for FFF and SWEET were significant predictors for choosing a high-carb meal. Discussion: While no significant associations were observed using linear regression to model the relationship between FCI score and caloric intake, these insignificant relationships may not hold true when more robust dietary measures for food selection are utilized and a larger sample size is polled. A number of significant relationships were elucidated using logistic regression to assess the relationship between “high-craver” status and food selection. Some of these relationships were positive and others inverse; however, important ideas concerning craving and food choice can be garnered from each of these. Conclusion: There are a number of limitations associated with this study; however, despite these limitations, this study provides an important base for the relationship between the magnitude of an individual’s craving score and food selection. With more robust studies centering around the same topic matter, it is possible that more concrete relationships between craving and food selection can be illuminated

    Credit, equity, and mortgage refinancings

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    Using a unique loan level data set that links individual household credit ratings with property and loan characteristics, the authors test the extent to which homeowners' credit ratings and equity affect the likelihood that mortgage loans will be refinanced as interest rates fall. Their logit model estimates strongly support the importance of both the credit and equity variables. Furthermore, the authors' results suggest that a change in the overall lending environment over the past decade has increased the probability that a homeowner will refinance.Mortgages

    Refletindo sobre o "normal", o "diferente", e o "ex-cêntrico"

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    O presente artigo tenciona analisar as fragmentações pelas quais a sociedade pós-moderna e, especificamente, o individuo passa nesses últimos 30 anos. Analisaremos a identidade Pós-moderna como algo que já não cabe certezas ou centros de segurança. Isso implica uma ruptura definitiva com a possibilidade de uma identidade essencial, coesa, fixa, imaculada, permanente. É a partir da Identidade Pós-moderna que iremos nos objetivar sobre a questão do indivíduo, que tem sido estudada em vários campos do conhecimento, como conseqüência das mudanças ocorridas no cerne das formações culturais da modernidade. Com a emergência das sociedades pós-modernas, desintegram-se, por um lado, os sistemas filosóficos tradicionais e essencialistas e perde-se, por outro, o sentido de continuidade entre passado, presente e futuro.O sujeito começa a experimentar a angústia existencial e viver uma profunda crise de identidade. Portanto, a crise do indivíduo pós-moderno reflete as mudanças que deslocaram as estruturas e processos centrais das sociedades pós-modernas, “abalando os quadros de referência que davam aos indivíduos uma ancoragem estável ao mundo social” (Hall, 1999, p.9).

    Identifying Video Game Preferences Among Adults Interested in Quitting Smoking Cigarettes: Survey Study.

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    BACKGROUND: Smoking is the most prevalent cause of morbidity and mortality in the United States. Although most individuals who smoke express a desire to quit smoking, only a small percentage are successful. Serious games have become popular in health sectors as a potential avenue for delivering a scalable treatment that is both accessible and engaging for the smoking population. Several smoking cessation games have already been developed, but these games feature a broad range of gameplay elements and are not necessarily based on existing video game preferences in the general or smoking population. OBJECTIVE: To better inform treatment development, this study aims to evaluate video game genre preferences among treatment-seeking individuals who smoke (N=473). METHODS: Participants responded to a screening survey to enroll in a larger, serious game intervention for smoking cessation. During this screening survey, participants were asked to disclose their favorite video games, which resulted in 277 unique game titles. These titles were coded for genre categories based on publisher listings and game features. The genres were then analyzed for the frequency of reporting overall and across age groups. RESULTS: Action, Role-Playing, and Action-Adventure were the most reported genres among adults aged ≤34 years; Action, Action-Adventure, and Logic were the most reported genres among adults aged 35-44 years; and Logic and Action were the most reported genres among adults aged ≥45 years. CONCLUSIONS: These data indicate that treatment-seeking individuals who smoke have different game preferences across age groups, and the data provide novel information to inform the development of future serious games targeting the smoking population that are tailored to the preferences of their age group. TRIAL REGISTRATION: ClinicalTrials.gov NCT03929003; https://clinicaltrials.gov/ct2/show/NCT03929003

    A influência do estágio para os discentes do curso de Ciências Contábeis da Universidade Federal da Paraíba: uma análise da experiência na satisfação profissional

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    The internship has been an important tool in providing professional experience to college students. Developing this work experience brings unique results in the workplace by applying theoretical principles to real-world problems. Internship experience is developed when some factors are well exploited, such as a favorable work environment, good support from the internship supervisor, and teamwork. Thus, this research aims to verify the influence of the internship experience regarding the professional satisfaction of Accounting Sciences studentes at UFPB. To achieve the objective, a descriptive research with quantitative approach was used, as well as data survey through questionnaires applied with students from the 3rd to the 10th period. The results showed some tools considered important by the students, necessary to obtain a positive internship experience and the behavioral profile of the students in the practical life of the internships. Internships are, in general, satisfactory for most interns, mainly because they make them feel better prepared and more confident to enter the job market after their academic life.O estágio tem sido uma ferramenta importante no fornecimento de experiência profissional aos estudantes universitários. O desenvolvimento dessa experiência profissional traz resultados únicos no ambiente de trabalho, através da aplicação dos princípios teóricos aos problemas do mundo real. A experiência de estágio é desenvolvida quando alguns fatores são bem aproveitados, tais como o ambiente de trabalho favorável, o bom suporte advindo do supervisor de estágio, e o trabalho em equipe. Assim, teve esta pesquisa por objetivo verificar a influência da experiência de estágio no que concerne à satisfação profissional dos discentes de Ciências Contábeis da UFPB. Para atingir o objetivo, foi utilizada uma pesquisa descritiva e com abordagem quantitativa, assim como levantamento de dados, por meio, de questionários aplicados com os discentes do 3º ao 10º período. Os resultados obtidos mostraram algumas ferramentas consideradas importantes pelos discentes, necessárias à obtenção de uma experiência de estágio positiva e o perfil comportamental dos discentes na vida prática dos estágios. Em geral, os estágios são satisfatórios para a maior parte dos estagiários, principalmente por fazê-los se sentirem melhor preparados e mais confiantes para entrar no mercado de trabalho após a vida acadêmica
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