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    醫學暨健康學院物理治療學系

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    [[abstract]]上腹部手術,吸氣肌肉訓練,心肺功能,術後肺部合併

    醫學暨健康學院聽力暨語言治療學系

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    談『吃飯』這件事-聽聽社區長者的個人經驗

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    [[abstract]]首先在此要先感謝每位受訪者願意提供自己對吃飯這件事情的看法與相關 經驗,透過這次的研究,從受訪者們身上獲得了許多寶貴的建議,也得到了不 同的見解,因為有各位的幫助,才能使這份研究順利完

    台灣中部幼兒園融合教育需求與資源探究

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    [[abstract]]幼兒園,特殊教育,融合班級,融合教

    海洋汙染-廢棄物升級再造

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    [[abstract]]探討海洋生態破壞的問題:塑膠污染、因為海洋污染瀕臨絕種的海洋 生物、人類受到的影響。快時尚對於海洋的污染以及我們應該如何避免海 洋污染惡化,最後,面對廢棄物,我們可以將其做成意想不到的單品

    探討親子共讀對新生兒母親依附關係建立之影響

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    [[abstract]]研究背景:我國近年來致力推動親子共讀,在許多文獻中都可發現親子共讀有 益於嬰幼兒早年間的語言、認知、心理、生理等發展,並且親子共讀被認為可 增進嬰幼兒時期親子依附關係的發展。目前尚未有研究探討新生兒時期親子共 讀與母親依附關係之影響。 研究目的:探討親子共讀對產後 0~1 個月的婦女親子依附關係建立之影響。 研究方法:本研究採用類實驗研究設計,以立意取樣方式於 2022 年 10 月至 2023 年 2 月以台中地區產後護理機構的產婦為研究對象,本研究共招募共 46 位參與者。研究流失率為 17.4%。其中,實驗組 15 人接受親子共讀介入,對照 組 17 人則接受常規照護。研究工具以結構式問卷包括基本屬性量表與親子依附 量表為測量工具。 研究結果:產後婦女在新生兒時期親子共讀平均每次為 5.3 分(SD = 0.2),並以 每周 5-6 天閱讀的頻率為最多(46.7%)。選擇閱讀的書籍以中文圖卡書居多。對 照組 (t=3.3,p=0.004) 與實驗組 (t = 2.8,p = 0.014) 親子依附關係前測與後測 得分皆呈顯著差異,兩組親子依附關係後測分數皆高於前測分。經共變異數分 析,實驗組與對照組於親子依附關係後測分數不具顯著差異(F=1.203, p=0.282)。 結論與建議:本研究結果顯示在新生兒時期,母親對於親子共讀的接受度與參 與度極高。實驗組和對照組的親子依附關係在後測時均有顯著性成長;實驗組 與對照組的依附關係在後測未有顯著差異。建議未來可進行較大規模、長期前 瞻性之研究,以更全面了解親子共讀對母育角色和幼兒發展的影響

    [[alternative]]To Explore the Relationship Between Heart Rate Variability and Craving in Problematic Mobile Gamers

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    [[abstract]]背景:隨著智慧型手機和網路的普及,使得人們更容易隨時隨地進行網路遊戲;過去研究已顯示網路遊戲障礙症會帶來負面影響,但目前對於生理指標在手機遊戲過程中的變化仍未有一致的見解,且對於問題手機遊戲使用、渴求感和自主神經系統三者之間的關聯也不清楚。此外,過去研究認為成癮者亦受到線索的提示而誘發其渴求感,而面對手機遊戲的日新月異,各媒體的遊戲廣告可算是線索的傳播。因此本研究第二個研究目的在於探討心跳變異率和遊戲渴求感之間的關聯性;第三個研究目的欲探討遊戲線索是否會誘發心跳變異率;第四個研究目的則是比較問題手機遊戲使用者和非問題手機遊戲使用者在實際遊戲以及觀看遊戲影片的自我調節能力。研究方法:本研究透過海報或網路平台招募受試者,所有受試者皆填寫問題手機遊戲使用者量表(PMGQ),以及完成實驗程序。在實驗過程中皆會測量其心電圖訊號以得到心跳變異率數值。結果:本研究共招募93位參與者(平均年齡為21.75歲)。依據問題手機遊戲使用者量表分數(29/30)分為兩組,分別是33位問題手機遊戲使用者和60位非問題手機遊戲使用者。獨立樣本T檢定分析結果發現問題手機遊戲使用者在手機遊戲期的LF/HF顯著高於非問題手機遊戲使用者(p = .003),而問題手機遊戲使用者在遊戲影片期的lnHF顯著低於非問題手機遊戲使用者(p = .002),LF/HF顯著高於非問題手機遊戲使用者(p = .003);Pearson相關分析結果顯示遊戲渴求感與心跳變異率LF/HF指標呈現顯著正相關,與RMSSD和lnHF呈現顯著負相關;相依樣本T檢定結果發現問題手機遊戲使用者在手機遊戲期和手機遊戲後的LF/HF(p = .040)有顯著差異;獨立樣本T檢定發現問題手機遊戲使用者與否在手機遊戲期和手機遊戲後的心跳變異率LF/HF(p = .030)和lnHF(p = .023)變化量有顯著差異。結論:本研究結果發現問題手機遊戲使用者即便在沒有使用手機遊戲的狀態下,對於手機遊戲的渴求感也較非問題手機遊戲使用者為高。此外,相較於非問題手機遊戲使用者,問題手機遊戲使用者在進行手機遊戲的過程中,其LF/HF顯著較高,顯示遊戲相關線索誘發其渴求感和交感神經系統的反應;此外,渴求感越高,其交感神經系統反應也越強,副交感神經系統反應則越弱。同時,問題手機遊戲使用者在實際玩手機遊戲過後的自我調節能力也較差,個體持續處於交感神經系統較為活躍,而副交感神經系統活動降低的情況中,這可能是長期使用手機遊戲造成的。本研究結果除了提供問題手機遊戲使用者在心理病理機制的評估指標外,也提供未來臨床心理介入方案的參考。[[abstract]]Background: The widespread availability of smartphones and the internet has made it easier for people to access mobile games anytime, anywhere. The negative impact of internet gaming has been reported, but how the physiological markers change during mobile gaming remains scarce. However, the relationship between problematic mobile gaming, craving, and the autonomic nervous system is not clear. Additionally, previous studies have suggested that addicts are influenced by cues that trigger their cravings, and with the ever-changing landscape of mobile games, game advertisements across various media can be considered cues. Therefore, the second objective of this study is to explore the association between heart rate variability and gaming cravings. The third objective of this study is to examine whether game cues induce heart rate variability, while the fourth objective is to compare the self-regulatory abilities of problematic mobile gaming users and non-problematic mobile gaming users during gaming and watching game videos.Methods: All participants were recruited via a poster or online platforms, and required to fill in the problematic mobile gaming questionnaire (PMGQ, cutoff point, 29/30), and complete the experimental procedure with heart rate variability(HRV) measurements. Results: A total of 93 participants (mean age 21.75 years old) were recruited, and divided into two groups according to the PMGQ score (33 problematic mobile gamers, PMGs, and 60 non-problematic mobile gamers, non-PMGs). Independent t-test showed that significantly higher LF/HF (p = .003) in the PMGs than in the non-PMGs during mobile gaming; Moreover, the PMGs showed a significantly lower lnHF (p = .002) and higher LF/HF (p = .003) than in the non-PMGs during self-gaming video excerpt; Pearson correlation showed that craving for game score was positively correlated to the LF/HF , and negatively correlated to the RMSSD and lnHF; Paired t-test showed that significant differences in LF/HF (p = .040) between mobile gaming and post-mobile gaming in the PMGs; The independent t-test showed that significant differences in the changes of LF/HF (p = .030) and lnHF (p = .023) between PMGs and non-PMGs during mobile gaming and post-mobile gaming.Conclusions: The individuals classified as PMGs exhibited notably elevated craving scores in comparison to those individuals who were not categorized as PMGs during their resting state. Moreover, an observable increase in the LF/HF ratio, notably higher among PMGs while engaged in mobile gaming, indicates a heightened activation of the sympathetic nervous system in response to cues associated with the gaming environment, thereby intensifying their craving. Furthermore, there exists a direct correlation between the severity of craving scores and the strength of sympathetic nervous system responses, juxtaposed with a diminishing effect on parasympathetic nervous system responses. Post mobile gaming sessions, problematic mobile gamers demonstrated inadequate self-regulation, manifested by their sustained heightened sympathetic nervous system activity and concurrent reduction in parasympathetic nervous system activity. This chronic pattern could potentially be attributed to prolonged periods of gaming. Our investigation imparts valuable insights into the underlying psychopathological mechanisms driving problematic mobile gaming habits, serving as a plausible metric for assessment. Additionally, leveraging the underpinnings of these physiological alterations could offer pertinent guidance for the development of forthcoming clinical intervention strategies

    [[alternative]]Arousal Theory: Gift Giving in Live Streaming Context

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    [[abstract]]直播間的互動,主播與觀眾有時會使用性騷擾字眼為互動方式,直播過程有時會出現「擦邊球」之類的行為,穿著較為暴露的直播主,使用性騷擾較重的字眼聊天的觀眾,在這樣的情境下是否會出現捐獻禮物增加的情形,主要是這篇研究想要了解的現象。因此假設觀眾跟觀眾的互動可以,促進高度喚醒水準,增加捐獻付費禮物行為。喚醒理論中,直播情境帶給觀眾刺激變項,(一)主播暴露程度,(二)表情符號,(三)性騷擾字句和(四)戳數。以促進(五)禮物贈送行為。經過一個月的直播觀察研究,擷取30分鐘內的直播間聊天室所有文字都整理為逐字稿,列出性騷擾句數(主播、觀眾)、禮物(免費、付費),戳數,來做為直播間互動行為與捐獻相關行為之依據。因近年來使用線上觀察直播行為的研究較少,故本研究做為一個這領域的前驅性研究(Prospective study)。研究結果指出,主播暴露有無對於送禮(免費、付費)行為無關,發現新追蹤人數、戳數、性騷擾句數(觀眾、主播)與免費禮物的顯著正相關,但在上述變項迴歸分析中無任何顯著關係。其他研究指出,平日、假日送禮行為沒有差別,粉絲團觀眾送禮方面,在送禮排行榜上,討論指出真正會送禮的觀眾只佔整個直播平台20%,且應再拉長觀察時間,才能完整抽樣直播間資訊,應針對願意送禮觀眾進行深入訪談,了解觀眾人口變項以及送禮背後原因。[[abstract]]The study explores the interaction dynamics within live streaming platforms, where at times, sexually suggestive language is employed between broadcasters and their audience. Instances of boundary-pushing behavior, such as streamers donning revealing attire and engaging in explicit conversations laden with innuendos, can arise during live streams. Such scenarios might lead to an upsurge in gift donations, a phenomenon under scrutiny in this research. The underlying hypothesis postulates that interactions among viewers can trigger heightened arousal levels, subsequently augmenting the propensity to donate and purchase gifts. Rooted in arousal theory, the live streaming milieu introduces stimulating variables to viewers: (1) the broadcaster's exposure level, (2) emoticons, (3) sexually suggestive expressions, and (4) click counts. These factors collectively intend to encourage (5) gifting behavior.A month-long observational study of live streaming was conducted, during which the entirety of text exchanges within 30-minute intervals in chat rooms was transcribed verbatim. Recordings encompassed sexually suggestive sentences (originating from both broadcasters and the audience), counts of gifts (comprising both complimentary and paid offerings), and click rates. These data constituted the foundation for delving into interactive patterns within live streaming rooms and their interplay with gift-related conduct. Given the scarcity of recent research on online observational behavior in live streaming, this study stands as a pioneering effort in this domain.Research findings challenge the notion that the broadcaster's degree of exposure influences gift-giving tendencies (whether free or paid). While a positive correlation was observed between the frequency of new followers, click counts, sexually suggestive expressions (emanating from both the audience and broadcasters), and instances of free gift distribution, no statistically significant relationships emerged in the regression analysis of these variables. Conversely, prior research suggests that weekdays and holidays yield similar patterns of gift-giving behavior. Discussions surrounding fan groups indicate that only roughly 20% of viewers across the entire live streaming platform actually engage in gift giving. To enhance the comprehensiveness of insights from live streaming rooms, a prolonged observation period is recommended. In-depth interviews with willing gift-giving viewers would yield insights into their demographic characteristics and motivations for engaging in such behavior

    [[alternative]]The Relationship between Meme Ads on Social Media and Purchase Intention - The Case of Instagram

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    [[abstract]]在現今的社交媒體中,迷因在Instagram、Facebook和Twitter等的平台上無處不在,產生了 “網路迷因”一詞;許多公司會開始將迷因推銷產品作為市場策略的方法,並且分享包含迷因做成的貼文到社交媒體上。幾乎可以做到零成本的效果。 本文探討了迷因作為廣告工具,消費者是否會對品牌知名度、品牌點擊率及購買意願有增加或減少的影響,還調查了產品類型 (娛樂性 / 實用性)及習慣(個人 / 他人)對購買意願的干擾效果 。該研究問卷通過向頻繁使用Instagram的人收集數據,並回收185份有效問卷樣本。 結果表明,迷因做為廣告工具對品牌知名度、品牌點擊率及購買意願有正向且顯著的影響。而產品類型及個人習慣不具顯著性,因此不造成干擾效果。[[abstract]]In today's social media landscape, memes are ubiquitous on platforms like Instagram, Facebook, Twitter, and more, giving rise to the term 'Internet memes.' Many companies have started using memes as a marketing strategy to promote their products, sharing meme-based posts on social media platforms. This approach often yields cost-effective results. This study examines memes as an advertising tool and investigates whether consumers' brand awareness, brand click-through rates, and purchase intentions are increasing or decreasing. Additionally, it explores the interference effects of Product Type (Hedonic/Utilitarian) and Habit (Personal/Others) on purchase intention. The research collected data through questionnaires from individuals who frequently use Instagram, resulting in 185 valid responses. The results indicate that memes, as an advertising tool, have a significant and positive effect on brand awareness, brand click-through rates, and purchase intentions. However, the Product Type and Habit do not exhibit significant. Therefore, Product Type and Habit do not cause any interference effect in the relationship

    [[alternative]]Studies on Micropropagation of Pogostemon Cablin (Blanco) Benth.

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    [[abstract]]唇形科植物廣泛分布於全球,包括許多重要的香草與藥用植物,其具有廣泛的生物活性,在預防和治療疾病方面具有重要的作用。2020年,新冠肺炎在全球迅速蔓延,有許多專家學者針對中草藥對於該疾病之預防及治療作用的研究,尤其進入後疫情時代,中醫藥的輔助治療,可以有效減輕癒後伴隨身體不適感。廣藿香( Pogostemon cablin )傳統是用來治療感冒、發燒、頭痛、腹瀉等效用,不僅可以用內服方式改善身體狀況,甚至還能利用芳香療法來達到淨化全身及環境,成為此疫情之下重要藥材之一。廣藿香屬於唇形科刺蕊草屬植物,主要含有萜類、黃酮類、醇、酸、酮、醛等多種化合物,其具有抗菌、抗氧化、抗癌、抗病毒及抗發炎等藥理作用,常運用於化妝品、食品或其他保健品等。本研究採用植物組織培養方法進行廣藿香之微體繁殖,改善栽培困境。研究結果顯示以莖節作為培植體可獲得最高誘導率,進一步將廣藿香不定芽繼代培養於含2 mg/L 6-benzylaminopurine (BA)以及0.2 mg/L 1-Naphthaleneacetic acid (NAA) 的 Murashige and Skoog (MS)基本鹽類培養基中除可獲得約6.6個芽體數外,亦可生長出較健全根系之植株,有助於馴化至野外。本研究建立廣藿香植物快速大量繁殖途徑,期盼能對國內廣藿香藥用植物的開發有所助益。[[abstract]]Lamiaceae plants are widely distributed worldwide, including many important herbs and medicinal plants. They exhibit diverse biological activities and play a significant role in preventing and treating diseases. In 2020, Coronavirus Disease-2019 (COVID-19) pandemic rapidly spread globally, prompting many experts and scholars to study the preventive and therapeutic effects of traditional Chinese herbal medicine, particularly in the post-pandemic era. Traditional Chinese medicine has been found to be effective in alleviating post-recovery discomfort. One such plant of interest is Pogostemon cablin. Traditionally, it has been used to treat conditions such as colds, fever, headaches, and diarrhea. Its medicinal properties can be harnessed through internal consumption or through aromatherapy to purify the body and the environment, making it an important medicinal herb during this pandemic. P. cablin belongs to the Lamiaceae family, in the genus Pogostemon. It contains various compounds, including terpenoids, flavonoids, alcohols, acids, ketones, and aldehydes. These compounds contribute to its pharmacological effects, such as antibacterial, antioxidant, anticancer, antiviral, and anti-inflammatory activities. P. cablin is commonly used in cosmetics, food, and other health products. To address cultivation challenges, this study utilized plant tissue culture techniques for the micropropagation of P. cablin. The researchers found that using stem nodes as explants yielded the highest induction rate. Further, by subculturing the P. cablin adventitious shoots on Murashige and Skoog (MS) basal salt medium supplemented with 2 mg/L of benzyladenine (BA) and 0.2 mg/L of naphthaleneacetic acid (NAA), they achieved approximately 6.6 shoot numbers and successfully developed healthier root systems in the plants, making them more adaptable for cultivation in the wild. This study established a rapid and efficient way to mass propagate P. cablin and is expected to contribute to the development of this medicinal plant in the country

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