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مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources
مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources
مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources
مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources
مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources
مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources
مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources
مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources
Issue Info: 
  • Year: 

    2019
  • Volume: 

    15
  • Issue: 

    4
  • Pages: 

    184-189
Measures: 
  • Citations: 

    0
  • Views: 

    224
  • Downloads: 

    0
Abstract: 

Introduction: Spasticity is one of the well-known consequences of stroke. Todays, virtual reality systems are known as a standard therapy method in neurologic disorders such as stroke. Nintendo Wii is a motion-controlled game system which provides an alternative form of repetitive task training in an interactive enriched environment. Despite the direct relationship between the motor pattern and spasticity, former studies have not considered the effect of spasticity on balance and movement of patients experiencing a stroke. Given the above-mentioned issues, this study seeks to evaluate the effect of Nintendo Wii on ankle spasticity in patients with a stroke. Materials and Methods: This study was a double-blind randomized controlled trial. Based on the inclusion and exclusion criteria, the subjects selected were randomly divided into the two standard therapy and standard therapy plus Nintento Wii groups. Modified Ashworth scale (MAS), H-Reflex latency, Hmax/Mmax Ratio, Timed Up and Go (TUG) test, and 36-Item Short Form Health Survey questionnaire (SF-36) as outcome measures were assessed by a blinded physiotherapist and a neurologist at the beginning of the first session and at the end of the last session. Standard therapy included weight bearing, stretching, and active exercises. In addition to the standard therapy, the trial group received 30 minutes of Nintendo Wii game. the data analysis was conducted by SPSS software. T-test and paired t-test were used for the normal data distribution and Mann-Whitney U test and Wilcoxon test for the abnormal data distribution. Conclusion: This study sought to introduce a new and cost-effective treatment tools which can be used at home to improve function among the stroke survivors.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2019
  • Volume: 

    15
  • Issue: 

    4
  • Pages: 

    190-196
Measures: 
  • Citations: 

    0
  • Views: 

    412
  • Downloads: 

    0
Abstract: 

Introduction: Osteoporosis is caused by a loss in the bone mass and the subsequent complications decrease quality of life (QOL) of the patients. This study is performed aiming to determine the effects of osteoporosis and thoracic kyphosis on the parameters of QOL in postmenopausal women. Materials and Methods: This was a case-control study in which 53 postmenopausal women participated according to the T-score and thoracic kyphosis and were divided into four groups. Then, QOL and also different fields were compared among the groups using the 36-Item Short Form Health Survey questionnaire (SF-36). The data analysis was performed using SPSS software. Results: According to the results, the impact of osteoporosis on total scores of QOL was not significant (P = 0. 783). In the areas of QOL, there was a significant difference only in the area of pain (P = 0. 030). However, there was a significant difference regarding the effect of postural kyphosis on the total score of QOL (P = 0. 021). In addition, in the fields of mental health problems, energy, mental feelings, and general health status, the differences were significant (P < 0. 050). Conclusion: Comparing the two factors affecting QOL in postmenopausal women (osteoporosis and postural kyphosis), it was revealed that the increased thoracic kyphosis had a more remarkable role in lowering the total score of QOL. Therefore, it is necessary to correct this situation in postmenopausal women.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2019
  • Volume: 

    15
  • Issue: 

    4
  • Pages: 

    197-203
Measures: 
  • Citations: 

    0
  • Views: 

    222
  • Downloads: 

    0
Abstract: 

Introduction: Colors have a great influence on the mood and mental states of human beings, and since humans are in close relation with the colors, the colors are very important. Colors play an active and effective role in everyday life. Therefore, they are among the most important visual elements that have emotional and psychological burden. Colors allow people to understand the environment, acquire information and orientate, and interact more with the environment. One of main factors affecting the success rate in computer games is the short enough reaction time to the stimulus. Therefore, the purpose of this study is to compare the reaction time in young people to different tonalities of the four main colors in psychology. Materials and Methods: The sample consisted of 60 male and female students from Faculty of Multimedia, Tabriz Islamic Art University, Tabriz, Iran, who volunteered to participate in the study. Reaction times to different colors were measured in 20 randomized trials with five different tonalities of the four psychological primary colours (blue, green, yellow, and red). Data analysis was performed by repeated measures analysis of variance (ANOVA) and Tukey post hoc test. Results: The least mean color reaction time was recorded for blue, which was significantly different from other colors (P = 0. 002). In general, the mean color recognition time among females was reported longer than that in males, however this difference was not statistically significant. Conclusion: The lowest and highest reaction time in young people was associated with blue and yellow, respectively. Therefore, using blue in danger signs may cause the viewer to react faster in order to reduce the risk of injury.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2019
  • Volume: 

    15
  • Issue: 

    4
  • Pages: 

    204-210
Measures: 
  • Citations: 

    0
  • Views: 

    590
  • Downloads: 

    0
Abstract: 

Introduction: Nowadays, due to the extended use of the high speed Internet, online games have become one of the most common interests among adolescents. Therefore, determining the advantages and disadvantages of these games are basically valuable. The purpose of this study is to investigate the relationship between online game addiction and family emotional climate, academic achievement, and academic adjustment in students. Materials and Methods: This was a descriptive correlational study with the statistical population consisting of all secondary school students in Ardabil City, Iran, who were studying at Ardabil schools during 2019. 216 individuals were selected through the convenience sampling method. Data were collected using the online game addiction questionnaire, family emotional climate questionnaire, academic craving questionnaire, and academic adjustment scale. The data collected were then analyzed using Pearson’ s correlation coefficient and regression models. Results: There was a significant negative correlation between family emotional climate, academic achievement, and academic achievement with online game addiction (-0. 27 ≤ r ≤ 0. 54, P ≤ 0. 001). With beta values of respectively-0. 638,-0. 409,-0. 332, these values directly predicted addiction to online games. Conclusion: It seems that the family's emotional climate and adolescents' educational longing and adjustment may well predict addiction to online games. Therefore, it is recommended to consider these three factors to reduce the tendency of young people to play such games and to identify the damage caused as a result of excessive playing of these games.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2019
  • Volume: 

    15
  • Issue: 

    4
  • Pages: 

    211-218
Measures: 
  • Citations: 

    0
  • Views: 

    183
  • Downloads: 

    0
Abstract: 

Introduction: The methods and tools used for learning are rapidly changing. One of the most interesting fields in educational tools are computer games. This paper proposes “ Saray” , a solfege training video Game, through which the players take solfege rehearsals in form of challenges while tracing a folklore story. Materials and methods: The game receives the player's voice through the microphone. Based on the algorithm and the written code, the player's voice is analyzed and its fundamental frequency is extracted. The obtained frequency is entered into comparative calculations with pre-written patterns. If the user's voice frequency is within the defined range, the user would be successful and will earn score. Results: Solfege exercises took the form of intra-game challenges from basic to advance levels. Behind the scenes, all input sounds are processed. The frequency of the input sounds is analyzed to implement this process. The result of the analysis is compared to pre-designed didactic patterns that were confirmed by the music master. The result of this comparison reveals the correct or incorrect user feedback in the game. Conclusion: Exercising in the form of games motivates players to spend more time training and has high impact because of the attractiveness of video games.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2019
  • Volume: 

    15
  • Issue: 

    4
  • Pages: 

    219-227
Measures: 
  • Citations: 

    0
  • Views: 

    238
  • Downloads: 

    0
Abstract: 

Introduction: Due to sedentary postures caused by video games many health-related issues have occurred among players. One practical solution for dealing with the aforementioned problem is to come up with game controllers which promote physical exercises. In this paper an adaptive neuro-fuzzy exergame controller was introduced. Materials and Methods: During the training stage, the parameters of the fuzzy logic’ s member functions were fine-tuned. By calculating a gradient vector and by applying backpropagation, the aforementioned parameters were updated using the measured error. The controller was made of four pads, each containing a resistor and a pushbutton, which were connected to a microcontroller. In order to improve the user experience, an adaptive neuro-fuzzy logic system was used to analyse the gathered data from the controller. Results: A pure FLS cannot provide an acceptable playing experience for players of different ages and physical characteristics. The proposed controller was made of four pads and a microcontroller for sending commands to the main computer. The received signal from the controller was sent to a fine-tuned FLS. The calculated output of the previously trained FLS is one of the defined classes of “ ignore” , “ press” and “ hold” , which is sent as a command to the main computer. Conclusion: In the proposed method, the FLS was fine-tuned by gathering data from the user, which improved the performance of the controller due to the fact that the controller was trained to best suit the needs of the user. The gathered data was then used to change the parameters of the FLS to provide an acceptable playing experience for the user.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Author(s): 

BADAMI ROKHSAREH

Issue Info: 
  • Year: 

    2019
  • Volume: 

    15
  • Issue: 

    4
  • Pages: 

    228-234
Measures: 
  • Citations: 

    0
  • Views: 

    131
  • Downloads: 

    0
Abstract: 

Introduction: This study addresses the psychometric properties of the Persian version of the Changes in Outlook Questionnaire (CiOQ) questionnaire following disaster for injured athletes. CiOQ has been designed to measure both positive and negative changes following disaster. The aim of this study is to translate the short form of the questionnaire (CiOQ-S) into Persian and examine its validity and reliability in a sample of the injured athletes. Materials and Methods: The 10-item English version of CiOQ was translated into Persian and completed along with the Hospital Anxiety and Depression Scale (HADS) in a sample of injured athletes deprived of competition (n = 207). Exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) were used to evaluate the construct validity. In addition, the Cronbach’ s alpha and split-half coefficients were applied to measure reliability. Moreover, the convergent validity was measured using the Pearson’ s correlation coefficient. Results: The Persian version of CiOQ demonstrated a similar factor structure to that of the English version, high internal consistency, and convergent validity with measures of anxiety and depression support. The reliability obtained using the Cronbach’ s alpha and split-half coefficients were higher than 0. 7 for both positive and negative changes. There was a negative correlation between positive change and depression (P < 0. 001). However, there was a positive correlation between negative changes with anxiety and depression (P < 0. 001). Conclusion: Data indicated that the the Persian version of CiOQ is a reliable and valid measure for assessing positive and negative changes following an adversity.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2019
  • Volume: 

    15
  • Issue: 

    4
  • Pages: 

    235-242
Measures: 
  • Citations: 

    0
  • Views: 

    371
  • Downloads: 

    0
Abstract: 

Introduction: Colors are among the effective factors in human life, which are related to human feelings and emotions more closely than other visual elements. The perception of time may vary in different physical environments according to the colors. The aim of this study is to review the studies on the effects of colors on the perception of time in computer games. Materials and Methods: Data were collected through library research in Civilca, Noormags, Scientific Information Database (SID), and Scopus databases; Google Scholar and Science Direct search engines were also used. The search keywords included: color, color psychology, time, and time perception. English and Persian articles since 2000 (1380 Persian Calendar) were included. Results: Among 65 articles found regarding colors and psychology of colors as well as the perception of time and color impact on the perception of time, 28 articles, which were related most, were selected. Based on the search, it seems that the plan had not been investigated in the context of the computer games. According to the studies in the field of architecture on some colors (blue and red), these colors may also be used in computer games. With the combination of these colors, perfect time perception may be provided for game players Conclusion: The time perception and the impact of color on it was often investigated in architectural studies and interior or urban decoration while no study was found specifically in the field of computer games. Although those studies may be considered as the basis for implementing color compositions in computer game graphics, scientific studies basically in the field of computer games are essential for detailed analysis.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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