Niigata Sogo Gaguen and Niigata Sogo Gaguin Repository
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The effect of background music tempo on eating speed and food intake volume within in healthy women
新潟医療福祉大学Niigata University of Health and Welfare博士(保健学)application/pdfNutrition and Health. 発行日 2023-02-19.甲第106号doctoral thesi
Increased vitamin D intake may reduce psychological anxiety and the incidence of menstrual irregularities in female athlete
新潟医療福祉大学Niigata University of Health and Welfare博士(保健学)application/pdfPeerJ. 2022, 10, e14456-.甲第110号doctoral thesi
Interpersonal strategy for controlling unpredictable opponents in soft tennis
論文(Article)Competition in sports, unlike cooperation in everyday life, does not involve a single solution because individuals aim to behave unpredictably, thereby preventing others from predicting their actions. This study determined how individuals in court-based sports attempted to control others’ unpredictable behaviors, addressing the gap in previous studies regarding the lack of clarity around strategies employed by individuals in competitive situations. We achieved this by applying a switching hybrid dynamics model, considering external inputs to analyze individual behaviors. Consequently, the study indicates that skilled individuals, in contrast to intermediate players, exhibit greater consistency in their behaviors. These skilled individuals lead others to anticipate their consistency and subsequently employ strategies to disrupt these expectations. This strategy exploits the principles of active human inference, implying that competition involves cooperation. This was revealed by an analysis of both human decision-making and behavior in actual matches as discrete and continuous dynamical
systems. This interpersonal strategy could assist policymakers in the field of everyday life to enhance competitiveness. This strategy enables policymakers to adopt new policies that promote cooperation with competitors, ultimately increasing competitiveness in various aspects of our daily lives.journal articl
Prolonged Sitting Induces Elevated Blood Pressure in Healthy Young Men: A Randomized Crossover Trial
論文(Article)Introduction
Prolonged sitting-induced blood pooling in the lower legs can increase blood pressure through increased sympathetic nerve activity and peripheral vascular resistance, an aspect that has been understudied as a primary outcome. This study compared the effects of prolonged sitting with those of prolonged supination on blood pressure in healthy young men.
Methods
This randomized crossover study included 16 healthy young men (mean age: 21.6 ± 0.7 years) who were randomly assigned to a three-hour supine (CON) or three-hour sitting (SIT) condition, followed by a washout period of at least one week. Systolic blood pressure (SBP), diastolic blood pressure (DBP), mean arterial pressure (MAP), heart rate (HR), low-frequency/high-frequency (LF/HF) ratio derived from heart rate variability, and leg circumference were measured at 60, 120, and 180 minutes from baseline. These indices were compared by two-way (time × conditions) analysis of variance (ANOVA).
Results
In the SIT condition, DBP, MAP, HR, LF/HF ratio, and leg circumference increased significantly over time (P< 0.05) and were significantly higher than those in the CON condition (P < 0.05). However, SBP showed no significant change over time and between conditions.
Conclusions
The findings indicate the involvement of sympathetic nerve activity and increased peripheral vascular resistance induced by fluid retention in the lower legs with increased DBP and MAP in healthy young men.journal articl
Consideration of the Impact of Chatbot System Utilization on the Identity Formation of Healthcare Professionals
論文(Article)[目的]本研究では,チャットボットシステムによるラインチャート法を使用した内省行為が医療従事者のアイデンティティ発達とストレスに与える影響を検討した.[対象]対象は医療従事者34 名とした.[方法]研究デザインは前後比較試験とした.介入期間は1 週間とし,試験の前後に日本語版多次元アイデンティティ発達尺度(Dimensions of Identity Development Scale the Japanese version: 以下, DIDS-J)とストレスチェックリスト・ショートフォーム(Public Health Research Foundation Stress Check List: 以下,PHRF-SCL)を行った.[結果]1 週間の介入の結果,DIDS-J のコミットメントの形成過程やコミットメントの深化の点数の増加とPHRF-SCL の不安や不確実感,自律神経症状,うつ気分・不全感の点数の軽減が認められた.[結語]チャットボットシステムによるラインチャート法を使用した内省行為は,医療従事者のアイデンティティ発達とストレスマネジメントに有益な可能性があると考えられる.[Purpose] This study aimed to investigate the impact of line chart method, utilizing a chatbot system, on the identity development and stress levels of healthcare workers. [Subjects] It included 34 healthcare professionals. [Methods] For this study, a pre-post comparative study design was employed. The intervention period lasted one week. Before and after the test, we administered the Japanese version of the Dimensions of Identity Development Scale (DIDS-J) and the Stress Checklist Short Form (Public Health Research Foundation Stress Check List: PHRF-SCL). Following a one-week intervention, the scores on the DIDS-J increased in the process of commitment formation and deepening, while the scores on the PHRF-SCL reflected a decrease in anxiety, uncertainty, autonomic symptoms, and depressed mood and feelings of inadequacy. Thus, it can be concluded that the act of reflection using the line chart method with the chatbot system may be beneficial for the identity development and stress management of healthcare professionals.journal articl
Reexamination of the jar coffin excavated from the Sannotoge site in Aomori Prefecture
論文(Article)This paper summarizes the results of reorganizing excavated materials and survey records from the Sannotoge site (formerly Kugurizaka site) in Aomori City, Aomori Prefecture. Several earthenware coffin tombs were discovered at the site in 1933, and Professor Sadakichi Kita of Tohoku Imperial University conducted an excavation survey. As a result, it was revealed that there was one or two earthenware coffins inside each stone chamber made of stone slabs belonging to the late Jomon period, and that it also contained human bones. The stone chambers were arranged in rows, revealing a unique burial method. Some of the materials from the excavation were brought back to Tohoku University, but no detailed report was made after that. In this paper, we will report on the details of these materials for the first time 90 years since their excavation, and attempt to reevaluate the Sannotoge site from a modern perspective. Specific results include: (1) we were able to present various materials that Prof. Kita brought back. (2) The earthenware coffin was missing some of the fragments after the discovery, and it was in a more complete form when it was discovered. (3) The shallow bowl is most likely the pottery A shown in the sketch (Figure 1). (4) Earthenware coffins are constructed using the integrated layout method, and the construction procedure can be restored. (5) The earthenware coffin was painted red, but the lower half of the outer surface and the inner surface below the rim were not painted. (6) The minimum number of human individuals contained in the earthenware coffin was three in total, one child and two adults, and there were no gnaw marks at all, indicating that the remains were in an environment where they were less likely to be attacked by animals at the time of skeletalization. (7) Some of the human bones have been found to have a red coloration, suggesting that they were coated with red pigment during reburial. (8) Most of the stone bars are made from unprocessed natural stone.journal articl
Factors influencing quality of life in extratemporal lobe epilepsy and mesial temporal lobe epilepsy: a cross-sectional study using medical records
論文(Article)Objective: This study aimed to examine differences in factors influencing quality of life (QOL) in people with extratemporal lobe epilepsy (ETLE) and mesial temporal lobe epilepsy (MTLE).
Methods: We obtained data from the medical records of 84 (47 ETLE and 37 MTLE) people with epilepsy. The data included age, sex, employment, seizure frequency, number of antiseizure medication (ASM), Neurological Disorders Depression Inventory for Epilepsy (NDDI-E) score, and Quality of Life in Epilepsy Inventory-31 (QOLIE-31) score. Multiple regression analyses were performed using QOLIE-31 as the dependent variable and age, sex, employment, seizure frequency, number of ASM, and NDDI-E score as the independent variables in ETLE or MTLE.
Results: From the results of the multiple regression analyses, QOLIE-31 in ETLE was associated with NDDI-E (β = −0.757, p < 0.001) and employment (β = 0.388, p = 0.008). Meanwhile, QOLIE-31 in MTLE was associated with NDDI-E (β = −0.625, p < 0.001), employment (β = 0.396, p = 0.041), and number of ASMs (β = −0.399, p = 0.018).
Conclusion: Overall, our findings indicate that the number of ASMs is potentially an influence on QOL of MTLE but similar effect is not observed in ETLE.journal articl
Effects of a Virtual Reality Game With Leap Motion Controller on Brain Activity Related to Attentional Function in Healthy Adults - A Pilot EEG Study
論文(Article)Objective Virtual reality (VR) games with the Leap Motion Controller (LMC) are used in clinical practice for cognitive rehabilitation to improve attentional function. However, the effects of VR games using the LMC on brain activity related to attentional function have not yet been elucidated. This study aimed to elucidate the effects of a VR game with the LMC on brain activity related to attentional function.
Methods This single-arm study included 15 healthy adults (mean age, 23.2 ± 0.9 years; seven females) and analyzed their electroencephalography (EEG) findings. We measured event-related potentials (ERPs) before and after the VR game with the LMC, and the α, θ, and β values during the VR game with the LMC. EEG measurements were based on the international 10-20 system, with dish electrodes placed at F3, F4, Fz, C3, C4, Cz, P3, P4, Pz, O1, and O2 using EEG caps. For statistical analysis, the N1 peak amplitudes before and after the VR game were compared using paired t-tests. In addition, the average amplitudes of α, θ, and β at 10-20 ms and 280- 290 ms during the VR game were compared using paired t-tests only for positions that showed significant changes in the N1 peak amplitude before and after the VR game.
Results After the VR game, the N1 peak amplitude was significantly greater at the F4 (pre: -4.51 ± 3.49 μV, post: -6.31 ± 2.60 μV, P = 0.010), Fz (pre: -4.68 ± 2.85 μV, post: -6.29 ± 2.17 μV, P = 0.033), and C4 (pre: -4.43 ± 3.94 μV, post: -6.24 ± 2.56 μV, P = 0.015) positions. During the VR game, the average amplitude of α at the F4 position (during a VR game of 10-20 ms: 7.86 ± 1.33 μV; during a VR game of 280-290 ms: 9.40 ± 2.69 μV, P = 0.010) was significantly higher at 280-290 ms.
Conclusions The N1 peak amplitude, meaning selective attention, in F4, Fz, and C4 and the amplitude of α, meaning control interference of unwanted stimuli in a task, in F4 were increased in the post-VR game using LMC. VR games using the LMC may contribute to improvements in attentional function. Further studies are required to assess their applications in cognitive rehabilitation.journal articl