134 resultados para Social time


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Breakfast skipping is a potentially modifiable behavior that has negative effects on health and is socioeconomically patterned. This study aimed to examine the intrapersonal (health, behavioral, and cognitive) and social factors associated with breakfast skipping. Nonpregnant women (n = 4123) aged 18-45 y from socioeconomically disadvantaged neighborhoods throughout Victoria, Australia, completed a postal questionnaire. Sociodemographic characteristics, diet, physical activity, sedentary behaviors, and cognitive and social factors were assessed by self-report. Breakfast skipping was defined in 2 ways: 1) "rarely/never" eating breakfast (n = 498) and 2) eating breakfast ≤2 d/wk (includes those who rarely/never ate breakfast; n = 865). Poisson regression was used to calculate prevalence ratios and linear trends, adjusting for covariates. The P values for linear trends are reported below. Compared with breakfast consumers, women who reported rarely/never eating breakfast tended to have poorer self-rated health (P-trend < 0.001), be current smokers (P-trend < 0.001), pay less attention to health (P-trend < 0.001), not prioritize their own healthy eating when busy looking after their family (P-trend < 0.001), have less nutrition knowledge (P-trend < 0.001), and a lower proportion were trying to control their weight (P-trend < 0.020). When breakfast skipping was defined as eating breakfast ≤2 d/wk, additional associations were found for having lower leisure-time physical activity (P-trend = 0.012) and less self-efficacy for eating a healthy diet (P-trend < 0.043). In conclusion, a range of intrapersonal and social factors were significantly associated with breakfast skipping among women living in socioeconomically disadvantaged areas. Acknowledging the cross-sectional design and need for causal confirmation, programs that aim to promote breakfast consumption in this population group should consider targeting family-related barriers to healthy eating and nutrition knowledge.

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To date, there has been limited empirical scrutiny of the correlates and consequences of day-to-day state body dissatisfaction fluctuations within naturalistic contexts. We used ecological momentary assessment (a form of naturalistic observation) to evaluate whether state body dissatisfaction was concurrently and/or prospectively associated with occurrence and quality of social interactions. Women (N = 121), aged 18 to 40, completed a brief trait-based survey and then nominated a 7-day period within which to receive seven text messages daily, at random intervals, prompting them to complete measures of body dissatisfaction at that moment. If they were currently or had recently engaged in social interactions, they were also asked to fill out questions rating the quality of these interactions (operationalized in terms of enjoyment of, and control in, the interaction). Findings suggest that the relationship between state body dissatisfaction and aspects of social interactions is complex and may vary over time. Cross-sectionally, state body dissatisfaction and social interaction quality were negatively associated. Prospectively, however, body dissatisfaction predicted subsequent avoidance of social interactions. Interestingly, when women chose to avoid social interactions, their body dissatisfaction worsened, yet when they did engage in social interactions, they reported improved body satisfaction. Importantly, the links between state body dissatisfaction and social interactions may be moderated by body mass index and trait body satisfaction levels. Potential mechanisms underlying the association between state body dissatisfaction and quality and quantity of social interactions are discussed, and future research avenues are proposed to further understand their inter-relation.

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Modern online social networks have revolutionized the world the same way the radio and the plane did, crossing geographical and time boundaries, not without problems, more can be learned, they can still change our world and that their true worth is still a question for the future.

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The researcher developed a 13 week social cognitive training program for people with schizophrenia designed to improve their social functioning, Results demonstrated that participating individuals improved significantly in terms of understanding social situations and their level of performance in their social environment. These gains in social functioning were maintained over time.

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The development of mobile devices has occurred with unprecedented pace since the late nineties, and the increase of generic services has proliferated in most developed countries, driven by the expanding technological capabilities and performance of mobile platforms. This dissertation investigates how consumer objectives, orientation and behavior can aid in explaining the adoption and use of a new type of mobile devices: "app phones". This dissertation focuses its effort on two focal influences of adoption and use; social influences and competing forces. Through a qualitative case study and field study this dissertation explores early adoption and use of iPhones. The case study is a one-shot cross-sectional case study that investigates five individuals, related through the same social network, and their decision to adopt an iPhone prior to its release in Denmark. This adoption decision engenders high switching costs as adopters lack references to imitate and need skills to unlock and jailbreak their iPhones to make them work on Danish networks. The specific purpose of the case study is to explore how social influences impact mobile users' early adoption decisions, as it is well known in the literature that people with similar characteristics, tastes, and beliefs often associate in the same social networks and, hence, influence each other. The field study is cross-sectional with multiple snapshots and explores fifteen individuals part of the same university study, who recieves an iPhone for a period of seven months short after its release in Denmark. The specific purpose of the field study is to explore how competing forces of iPhone usage influence assimilation, i.e. the degree to which the iPhone is used, over time. The dissertation is reported through four articles and is directed at both academic researchers and practitioners. The study emphasizes the importance of social influences and competing forces in the investigation of adoption and use of certain mobile devices.

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The sculptural roof forms of the Sydney Opera House regularly attract visual analogies in the public mind. Although they are mostly referred to as a??sailsa?? or a??shellsa?? they have also been described through humorous metaphors like a??a dishrack full of crockerya??. This particular visual pun, is a reference to a linocut by Eric Thake, produced in 1972, the year before the official opening of the Sydney Opera House. This analogy and its continued popularity to date evidences the social and cultural life of this building. Much of the scholarly on the Sydney Opera House investigates the architecture and the circumstances of its realisation, whilst its reception and social significance, has received little systematic attention. Through Thakea??s linocut, the paper discusses the current limitations in evaluating social significance in an Australian heritage context and proposes an alternative perspective to this problem through two scholars who bring a??subjective experiencea?? to bear on the production of meaning. For Gillian Rose, visual artefacts become significant through their embodied experience, whilst Ann Game argues for the inclusion of such usually-excluded subjects like desire, memory, time and the body in the construction of meaning. By bringing these theories to bear on a specific example - Eric Thakea??s visual metaphor for the Sydney Opera House - the paper investigates a new approach to social significance.

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 This article presents SOR, a vehicular social network to enable social communications and interactions among users on the road during their highway travels. Motivated by the limited connection to Internet contents and services, the essential goal of SOR is to encourage distributed users on the road to spontaneously contribute as the information producer, assembler, and distributer in order to provide timely and localized infotainments to each other through low-cost inter-vehicle communications. To be specific, SOR enables individual users to maintain a personal blog, similar to one on Facebook and Twitter, over which users can create and share personal content information to the public such as travel blogs with pictures and videos. By accessing each other's SOR blogs and commenting on interesting topics, passengers can exchange messages and initiate social interactions. In the specific highway environment, SOR addresses two challenges in the context of vehicular social communications. First, vehicular social communications tend to be frequently interrupted by diverse vehicle mobility and intermittent intervehicle connections, which is annoying to users. To address this issue, SOR adopts a proactive mechanism by estimating the connection time between peer vehicles, and recommending vehicles with relatively long-lasting and stable intervehicle connections for social communications. Second, as users on the road are typically strangers to each other, they are reluctant to disclose personal information to others. This makes it challenging to identify users of shared interests and accordingly restricts the scale of users' social interactions. To remedy that, SOR provides a secured solution to protect sensitive user information during social communications. Lastly, we use simulations to verify the performance of SOR. © 2015 IEEE.

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Cross-sectional studies have indicated that alterations in social functioning, particularly interpersonal functioning, are associated with the occurrence of psychotic symptoms and experiences at different levels of the extended psychosis phenotype (ranging from population psychometric expression of liability to overt psychotic disorder). However, more research is needed on the development of this association over time

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The focus of this research was to explore how social and participatory media could be used to enhance the face-to-face teaching and learning process. Action research was used to design learning that valued the students’ own experiences and to encourage students to create, connect and form a partnership in the learning process: hence supporting students' strengths and abilities. To monitor and participate in the use of social media required an increase in the teacher's work time. As a partial counter-balance, it was found that the teacher/researcher successfully reduced her time spent on correction by implementing peer and self-assessment and by making more effective use of classroom observations. This led to a valuable triangulation of assessment data. Reviewing many of the screen clips collected in this study, one can see the diversity of roles and activities in which the students were engaged, and their development over time through the action research cycle. Combining Web 2.0, face-to-face teaching and social media, where students made online friends and used pseudonyms, provided students with more choices and flexibility when working, communicating and learning. This research may help curriculum developers interweave new technologies, new literacies and multimodal learning methods into day-to-day learning programs. The developed methods of learning and designs should also be transferable to other educational learning environments.

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Understanding human activities is an important research topic, most noticeably in assisted-living and healthcare monitoring environments. Beyond simple forms of activity (e.g., an RFID event of entering a building), learning latent activities that are more semantically interpretable, such as sitting at a desk, meeting with people, or gathering with friends, remains a challenging problem. Supervised learning has been the typical modeling choice in the past. However, this requires labeled training data, is unable to predict never-seen-before activity, and fails to adapt to the continuing growth of data over time. In this chapter, we explore the use of a Bayesian nonparametric method, in particular the hierarchical Dirichlet process, to infer latent activities from sensor data acquired in a pervasive setting. Our framework is unsupervised, requires no labeled data, and is able to discover new activities as data grows. We present experiments on extracting movement and interaction activities from sociometric badge signals and show how to use them for detecting of subcommunities. Using the popular Reality Mining dataset, we further demonstrate the extraction of colocation activities and use them to automatically infer the structure of social subgroups. © 2014 Elsevier Inc. All rights reserved.

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Addressing low levels of social and emotional well-being (SEWB) in Indigenous communities has been a national strategic priority for over 10 years and yet progress in assessing the impact of interventions has been slow. One of the key factors limiting the development of evidence-based practice has been the lack of well-validated instruments to assess SEWB and how it changes over time as a result of intervention. This article systematically reviews available measures, classifying them in terms of the evidence base that exists to support their use. It is concluded that there is an ongoing need to develop psychometrically sound, comprehensive, culturally appropriate measures to operationalise Indigenous SEWB at a population health, programme evaluation, and clinical level. It is suggested that seven pathways be followed to achieve this goal, including the need to recognise that the gold standard status for Indigenous measurement tools cannot be ascribed based on evidence-based assessment criteria alone.

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With the rapid development of smartphones and mobile Internet technology, we witness an overwhelming growth of mobile social networks (MSN), which is a type of social network, forming virtual communities among people with similar interests or commonalities. In MSNs, users play a crucial role for their development, deployment and success. Understanding the MSN user behavior therefore attracts interests of different entities - ISPs, service providers, and researchers. However, it is hard to gather a comprehensive real data set, little is known and even less has been published about MSN user activities. In this paper, we focus on analyzing MSN user behavior from the perspective of ISP network, which is seldom reported in literature. Based on the real data set collected from the mobile network gateway of a major mobile carrier who has more than five million subscribers, we present an in-depth user behavior analysis of four popular social networks. We study the MSN user behavior from six aspects: user requests, active online time, sessions, inter-session, the number of requests in a session, and inter-request. We found that power law and lognormal are two popular features of the studied objects, and exposed some interesting findings as well. We hope our work could be helpful for ISPs, MSN content providers, and researchers. © 2014 IEEE.

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This article provides a proposal for personal e-learning system (vPELS [where 'v' stands for VLSI: very large scale integrated circuit])) architecture in the context of social network environment for VLSI Design. The main objective of vPELS is to develop individual skills on a specific subject - say, VLSI - and share resources with peers. The authors' system architecture defines the organisation and management of the personal learning environment in such a way as to aid in creating, verifying and sharing learning artefacts and making money at the same time. The authors also focus in their research on one of the most interesting arenas in digital content or document management - Digital Rights Management (DRM) - and its application to e-learning.

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Demographic characteristics associated with gambling participation and problem gambling severity were investigated in a stratified random survey in Tasmania, Australia. Computer-assisted telephone interviews were conducted in March 2011 resulting in a representative sample of 4,303 Tasmanian residents aged 18 years or older. Overall, 64.8 % of Tasmanian adults reported participating in some form of gambling in the previous 12 months. The most common forms of gambling were lotteries (46.5 %), keno (24.3 %), instant scratch tickets (24.3 %), and electronic gaming machines (20.5 %). Gambling severity rates were estimated at non-gambling (34.8 %), non-problem gambling (57.4 %), low risk gambling (5.3 %), moderate risk (1.8 %), and problem gambling (.7 %). Compared to Tasmanian gamblers as a whole significantly higher annual participation rates were reported by couples with no children, those in full time paid employment, and people who did not complete secondary school. Compared to Tasmanian gamblers as a whole significantly higher gambling frequencies were reported by males, people aged 65 or older, and people who were on pensions or were unable to work. Compared to Tasmanian gamblers as a whole significantly higher gambling expenditure was reported by males. The highest average expenditure was for horse and greyhound racing ($AUD 1,556), double the next highest gambling activity electronic gaming machines ($AUD 767). Compared to Tasmanian gamblers as a whole problem gamblers were significantly younger, in paid employment, reported lower incomes, and were born in Australia. Although gambling participation rates appear to be falling, problem gambling severity rates remain stable. These changes appear to reflect a maturing gambling market and the need for population specific harm minimisation strategies. © 2014 Springer Science+Business Media New York.