61 research outputs found

    Snus and Alcohol: Mutually Rewarding Effects in the Brain? A Matched Controlled Population Study

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    The use of moist smokeless tobacco (snus) is increasing in the U.S. and other Western countries, and especially among young people. Snus is associated with several health problems, but the relationship between use of snus and alcohol is scarcely explored. Neuro-cognitive and psychological research suggest an association due to possible mutually rewarding effects in the limbic brain. We investigated this issue in a matched controlled population study. Matched control group design where drinking habits and alcohol consumption in a group of users of snus (n=1043, mean age=35.20; n men=749, n women=294) were compared to a control group of non-users matched on age and gender (n=1043, mean age=35.65; n men=749, n women=294). In addition, we registered background variables such as level of education, income, self-perceived general, dental health, mental health, current depressive symptoms, and BMI. In estimation of alcohol consumption, the background variables were used as covariates in factorial analyses of variance (ANCOVA). Users of snus had lower level of education, lower income, poorer general, dental, and mental health status than non-users, but there were no differences in BMI. Differences in mental health status were related to drinking habits. Users of snus had a higher frequency of drinking, higher frequency of intoxication, and showed more excess drinking. Controlled for background variables users of snus had a 25.2% higher estimated yearly consumption of alcohol in terms of standard units of alcohol on the weekdays, 26.4% higher on weekends and a 60.2% higher yearly excess consumption. Users of snus had an elevated alcohol consumption and another drinking style than non-users. The findings are discussed according to neuro-cognitive and psychopharmacological mechanisms, reward learning and conditioning. The results have implications for prevention, treatment and rehabilitation of alcohol and nicotine dependence.publishedVersio

    Cognitive transfer of spatial awareness states from immersive virtual environments to reality.

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    An individual's prior experience will influence how new visual information in a scene is perceived and remembered. Accuracy of memory performance per se is an imperfect reflection of the cognitive activity (awareness states) that underlies performance in memory tasks. The aim of this research is to investigate the effect of varied visual fidelity of training environments on the transfer of training to the real-world after exposure to immersive simulations representing a real-world scene. A between groups experiment was carried out to explore the effect of rendering quality on measurements of location-based recognition memory for objects and associated states of awareness. The immersive simulation, consisted of one room that was either rendered flat-shaded or using radiosity rendering. The simulation was displayed on a stereo head-tracked Head Mounted Display. Post exposure to the synthetic simulation, participants completed a memory recognition task conducted in a real-world scene by physically arranging objects in their physical form in a real world room. Participants also reported one of four states of awareness following object recognition. They were given several options of awareness states that reflected the level of visual mental imagery involved during retrieval, the familiarity of the recollection and related guesses. The scene incorporated objects that 'fitted' into the specific context of the real-world scene, referred to as consistent objects, and objects which were not related to the specific context of the real-world scene, referred to as inconsistent objects. A follow-up study was conducted a week after the initial test. Interestingly, results revealed a higher proportion of correct object recognition associated with mental imagery when participants were exposed to low fidelity flat-shaded training scenes rather than the radiosity rendered ones. Memory psychology indicates that awareness states based on visual imagery require stronger attentional processing in the first instance than those based on familiarity. A tentative claim would therefore be that those immersive environments that are distinctive because of their variation from 'real', such as flat-shaded environments, recruit stronger attentional resources. This additional attentional processing may bring about a change in participants' subjective experiences of 'remembering' when they later transfer the training from that environment into a real-world situation

    A user-centred approach to developing bWell, a mobile app for arm and shoulder exercises after breast cancer treatment

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    Purpose: The study aim was to develop a mobile application (app) supported by user preferences to optimise self-management of arm and shoulder exercises for upper-limb dysfunction (ULD) after breast cancer treatment. Methods: Focus groups with breast cancer patients were held to identify user needs and requirements. Behaviour change techniques were explored by researchers and discussed during the focus groups. Concepts for content were identified by thematic analysis. A rapid review was conducted to inform the exercise programme. Preliminary testing was carried out to obtain user feedback from breast cancer patients who used the app for 8 weeks post-surgery. Results: Breast cancer patients’ experiences with ULD and exercise advice and routines varied widely. They identified and prioritised several app features: tailored information, video demonstrations of the exercises, push notifications, and tracking and progress features. An evidence-based programme was developed with a physiotherapist with progressive exercises for passive and active mobilisation, stretching and strengthening. The exercise demonstration videos were filmed with a breast cancer patient. Early user testing demonstrated ease of use, and clear and motivating app content. Conclusions: bWell, a novel app for arm and shoulder exercises was developed by breast cancer patients, health care professionals and academics. Further research is warranted to confirm its clinical effectiveness. Implications for Cancer Survivors: Mobile health has great potential to provide patients with information specific to their needs. bWell is a promising way to support breast cancer patients with exercise routines after treatment and may improve future self-management of clinical care

    Academic achievements among adolescent school children. Effects of gender and season of birth

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    We have investigated gender differences in academic achievements in two age cohorts of students from the Lower Secondary School in Norway (2000, 2005; 15-16 year olds). In the 2000 and 2005 cohorts the female students outperformed male students in twelve out of thirteen academic disciplines, including mathematics and nature-science. Physical education was the only discipline where the male students had higher grade points than the female students. In both cohorts the results showed a significant effect of season of birth: Students who were born in the Nordic winter-spring season had slightly higher grade points than students born in the summer-autumn season. There was no significant interaction between gender and season of birth

    Adapting the twelve principles of classic animation to lectures

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    This paper borrows from the fields of classic animation and 3D animation and adapts the fundamental principles of these subjects to the lecturing context. An analogy is drawn between an animator and a lecturer due to their shared objective: to communicate in an engaging way. If the fundamental principles of animation are read under the point of view of how they communicate a message, it is not difficult to see that they summarise some of the key concepts in the fields of education and educational psychology. Once adapted the principles can be used as a guideline by novice lecturers to increase students’ engagement both in traditional lectures and in e-learning environments. The principles have been applied successfully in teaching the Programming for 3D module and a number of modules at the University of Sussex obtaining good feedback from students
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