Search results for "User"
showing 10 items of 1060 documents
Is a digital platform useful in headache training? A 4-year Italian experience.
2018
not available
Effects of physical and cognitive training on gait speed and cognition in older adults: A randomized controlled trial
2021
Gait speed is a measure of health and functioning. Physical and cognitive determinants of gait are amenable to interventions, but best practices remain unclear. We investigated the effects of a 12-month physical and cognitive training (PTCT) on gait speed, dual-task cost in gait speed, and executive functions (EFs) compared with physical training (PT) (ISRCTN52388040). Community-dwelling older adults, who did not meet physical activity recommendations, were recruited (n = 314). PT included supervised walking/balance (once weekly) and resistance/balance training (once weekly), home exercises (2-3 times weekly), and moderate aerobic activity 150 min/week in bouts of >10 min. PTCT included the…
MDCT and virtual angioscopy in spontaneous aortocaval fistula
2007
Aortocaval fistula is a rare, less than 1%, but life threatening complication, of abdominal aortic aneurysm. Mortality is high but prompt recognition of the fistula can reduce mortality rate. The multidetector row CT (MDCT) findings in a 69-year-old patient with a complex medical history characterized by previous episodes of myocardial ischemia, is reported. MDCT shows an early homogeneous enhancement of the inferior vena cava, slightly dilated at the liver level and markedly narrowed above the renal vein due to aneurysm compression. The patient underwent to emergency laparotomy but died during surgery for cardiac arrest. MDCT allows a prompt recognition of the fistula and different compute…
In vivo versus augmented reality exposure in the treatment of small animal phobia: A randomized controlled trial
2016
Although in vivo exposure is the treatment of choice for specific phobias, some acceptability problems have been associated with it. Virtual Reality exposure has been shown to be as effective as in vivo exposure, and it is widely accepted for the treatment of specific phobias, but only preliminary data are available in the literature about the efficacy of Augmented Reality. The purpose of the present study was to examine the efficacy and acceptance of two treatment conditions for specific phobias in which the exposure component was applied in different ways: In vivo exposure (N = 31) versus an Augmented Reality system (N = 32) in a randomized controlled trial. “One-session treatment” guidel…
Computational modeling in cognitive science: a manifesto for change.
2012
Computational modeling has long been one of the traditional pillars of cognitive science. Unfortunately, the computer models of cognition being developed today have not kept up with the enormous changes that have taken place in computer technology and, especially, in human-computer interfaces. For all intents and purposes, modeling is still done today as it was 25, or even 35, years ago. Everyone still programs in his or her own favorite programming language, source code is rarely made available, accessibility of models to non-programming researchers is essentially non-existent, and even for other modelers, the profusion of source code in a multitude of programming languages, written witho…
Wir Frans von Gottes Gnaden Erwehlter Romischer Kaÿser zu allen Zeiten Mehrer des Reichs, in Germanien und zu Jerusalem König, Hertzog zu Lothringen …
1753
Svētās Romas impērijas ķeizara Franča I 1753. gadā izdots Palsmanes (Paltzman-Mehrhoff) muižas pārmantošanas dokuments baronam Heinriham Johanam Cekelam.
Effect of Software on CSP Performance
2009
In order to verify how (if at all) CSP's investments in software affect their business performance, the relationship between (i) CSP's spending on software and (ii) its key performance indicators (KPIs) is considered below. The investments in software are represented by internal, external, and total software spending a year or two years prior to the KPI values, while the KPIs include average revenue per user (ARPU), revenue, net income, EBIDTA, and change in revenue (as an indicator of company growth). Besides, Opex and Capex along with R&D expenses are used as control variables. We use the data collected for the years 2004–2007 (revenue, net income, EBITDA, market capitalization, R&D, CAPE…
Sponsored consumer-generated advertising in the digital era: what prompts individuals to generate video ads, and what creative strategies do they ado…
2021
This study investigates individuals’ motivations to create sponsored video ads in response to corporate online advertising competitions, and the creative strategies they employ when so doing. The findings from two studies that combined qualitative (42 semi-structured interviews and netnography) and quantitative (content analysis of 1,102 ads) research methods showed that individuals are motivated to produce sponsored video advertising by six factors: learning, enjoyment, self-expression, remuneration, recognition and influencing others. In turn, these motivations can be categorised as intrinsic, extrinsic, rational and affective, leading to a typology of four advertising creators. It was fo…
Business performance and social media: Love or hate?
2014
Abstract The social media space has become a common place for communication, networking, and content sharing. Many companies seek marketing and business opportunities via these platforms. However, the link between resources generated from these sites and business performance remains largely unexploited. Both managers and financial advisors can profit from the lessons learned in this study. We conceptualize four channels by which social media impacts financial, operational, and corporate social performance: social capital, customers’ revealed preferences, social marketing, and social corporate networking. An empirical test of our framework shows that ‘followers’ and ‘likes’ positively influe…
The role of culture and personality traits in board game habits and attitudes: Cross-cultural comparison between Denmark, Germany, and USA
2021
Abstract This study investigated whether variations in personality traits are related to board game usage patterns and attitudes, and whether such associations are expressed differently across countries that reflect different cultural orientations and values. A cross-sectional online survey was distributed among 486 Danes, Germans, and Americans, whose personalities were assessed through the NEO-FFI questionnaire. Participants also indicated their liking levels, attitudes, and playing frequency of board games. Results showed significant associations between personality traits and board game-related attitudes and habits. However, these associations were moderated by culture and primarily pre…