Input: Claim: VR can allow students to experience environments they may not otherwise access. [SEP] Text: While virtual reality implementations mostly focus on the visual and audio sensory elicited emotions, the addition of the sense of touch as a continuation of our previous study, should give an increased level of immersion and a provide a more realistic performance to anyone using the system. The project’s scope is that of building upon the use of as a tool with which to understand better the case of autism in children. More specifically, the research aims at bringing together VR and Haptic Feedback. As the project unfolds and carers experience this VR immersion into autism, we want to ask questions such as Will the VR have a visible impact on the carers’ empathy towards children with autism? Also, we want to note how the combination of these two technologies improves one’s ability to empathise with children when compared to the results achieved when the standard approach to implementing VR was adopted in earlier research. The next section provides an overview of the research that has already been carried out in the area, highlighting work that has already been done in ‘Autism VR’. 2 Literature Review2. 1 Autism and Virtual Reality(1995) describes autism as “an impenetrable world, one which makes it difficult to unveil. The reason for this difficulty lies in the need to truly understand and explain what the relationship is with an autistic child, who, to a certain extent is a strange being who lives on a different plane of existence. In most cases an autistic child is a person whom we cannot connect with” [7]. While it is only recently that technology applications have delved in autism therapy [13], the use of other technology as a means of helping individuals on the ASD scale has for long been an area of interest for many researchers. Interventions outside the area of have quantified social skills and cognition over time using a variety of techniques and measures leading to mixed success rates [9]. The use of computers and computer technology for children with autism has been shown by research to have positive and beneficial effects [10]. Due to the increase in diagnosed cases of ASD, software and hardware dedicated to persons with autism have been developed for several decades. These solutions reinforce ASD sufferers’ strong points and work on their weaknesses, helping them to increase their vocabulary and communication [12]. A number of studies have been done about the potential benefits of VR in supporting the learning process, particularly in relation to social situations, in children with autism [8].

Output: corroborate


Input: Claim: Studies suggest social media can increase feelings of loneliness and anxiety. [SEP] Text: The post-hoc tests indicated that the intervention group had significantly lower mean scores on symptoms of anxiety and loneliness and significantly higher mean scores on well-being at post-intervention and three-month follow-up compared to the control group. The effect sizes for these significant differences were moderate to large, indicating that the effects of the intervention were meaningful. These findings are consistent with previous research that has examined the effectiveness of interventions aimed at reducing symptoms of anxiety and loneliness and improving well-being. For example, a recent meta-analysis of 39 studies found that cognitive-behavioral therapy (CBT) interventions were effective in reducing symptoms of anxiety and loneliness and improving well-being [41]. Similarly, a systematic review of 16 studies found that mindfulness-based interventions were effective in reducing symptoms of anxiety and loneliness and improving well-being [42]. The third objective of the study was to deeply delve into the participants’ perceptions of the benefits of mindfulness-based mobile apps. The participant identified six benefits of using technology for mental health support, including convenience and accessibility, anonymity and privacy, customizable and tailored support, cost-effectiveness, increased awareness and education, and reduced stigma. These findings are consistent with previous research in this area. For example, Sucala et al. [43] conducted a systematic review of anxiety apps and found that these apps can provide accessible and effective support for individuals with anxiety. Mohr and Siddique [44]and Andersson and Cuijpers [45] conducted meta-analyses of online psychotherapy interventions and found that they can be as effective as traditional face-to-face therapy for treating loneliness. Proudfoot et al. [46] provided guidelines for executing and reporting internet intervention research, highlighting the potential of technology-based interventions to provide effective and affordable mental health support. In addition to the effectiveness of technology-based interventions, Wang et al. [47] demonstrated the potential of technology to increase access to mental health services during the COVID-19 outbreak in China. Online mental health services were able to provide support to individuals who were unable to access traditional mental health services due to lockdowns and social distancing measures. Finally, participants mentioned three challenges associated with mindfulness-based mobile apps. The quality and accuracy of mental health information available online is a concern expressed by participants in this study. There is a risk of misinformation being spread online, which can be harmful to individuals seeking mental health support.

Output: contrast


Input: Claim: Language can serve as a marker of identity and cultural heritage. [SEP] Text: ��기 싸이티지 미구독기관 회원이시네요.

Output: pass


Input: Claim: VR can allow students to experience environments they may not otherwise access. [SEP] Text: Among the studies that have been carried out to teach children how to behave in social situation and how to understand social conventions are “Virtual Café” [14] and “Virtual Supermarket” [15]. These studies reported that the user improved in social skills and their performance also increased as the child was able to transfer the learn skills from the VE to real life situations. There have been discussions that these virtual environments can aid the educators, especially with children with special needs. This is because the VE has content which can be controlled. For example by allowing wheelchair users “. . to see how the world looks like from a standing perspective. . [and] to take part in activities or visit places that are inaccessible to real life” [16]. It is on these lines that “Autism VR” [17] drew its inspiration. The experiments carried out in “Autism VR”, which brought VR into a classroom environment, prove that can in fact be used as an effective teaching tool for carers of individuals on the ASD spectrum. Among the participants taking part in the study 50% of the participants reported that they were now able to better empathise with the children. 2. 2 Participative NarrativeWhat differs form conventional media outlets is the fact that users in a 3D virtual environment play a very important role in the building of the story and their own overall experience since this depends on where they move and look, and their reactions within the world itself [18]. This form of narration is therefore a participative one. Audience participation within virtual reality is an idea recently referred to as ‘presence’ [19]. Presence has been defined “as the experience of one’s physical environment; it refers not to one’s surroundings as they exist in the physical world, but to the perception of those surroundings as mediated by both automatic and controlled mental processes [20]”. Perception is often discussed in relation to another crucial aspect in the context of effective VR systems [21]. Immersion in the context of virtual reality refers to the amount of sensory input that the virtual reality system creates.

Output: corroborate


Input: Claim: Studies suggest social media can increase feelings of loneliness and anxiety. [SEP] Text: ” While the “good” cluster is associated with positive feelings people often experience on their own, the “love” cluster is associated mainly with positive feelings that people experience together. Typical tweets in this cluster include, for example, “be around people that see u, that always make u feel like having u in their life is a blessing n your love isnt a burden” or “The crazy thing about meeting people who’ve grown up with a lot of love at home, is that you feel it. ”Next, on the top-right there is a cluster surrounding the word “need. ” It includes the words “someone,” “anyone,” as well as the word “please” and verbs such as “help,” “share,” “post,” and “want. ” While the “love” cluster refers to the result of good social ties, the “need” cluster reflects the call or wish of users to achieve it. In a way this cluster closes the emotional cycle as people tweeting about their or others’ needs are usually not entirely content and look for users’ support. A typical tweet from this type, for instance, is: “I know this is weird or just I’m weird but I wanted to tell you friends I need a break again. I’m not feeling well. ”Finally, the cluster on the top-left evolves around the word “life” connected with the words “whole,” “world,” and “change. ” This cluster of tweets often deals with more general reflections on feelings over time and their broad social or psychological implications. Typical tweets in this cluster, for example, are: “The more you think of missing things in life, the more you feel emptiness,” or “It’s true that when you feel so happy, you’ll be sad later & otherwise. Life is just balance to make you understand & be grateful about. ”The last quote summarizes well the overall insights from the semantic network of tweets on feelings. While sharing negative feelings, which is at the center of the discussion, is perceived by Twitter users as the challenge or problem, the surrounding clusters offer different kinds of positive and optimistic solutions.

Output: contrast


Input: Claim: Language can serve as a marker of identity and cultural heritage. [SEP] Text: 인용양식 244개 무제한 사용 한글/워드 자동 인용 프로그램 확인 Citeasy 신청 완료 이제 싸이티지의 모든 기능을 사용할 수 있어요! 프로모션 기간 종료 후에도추가했던 서지는 무제한 이용할 수 있어요 확인 Citeasy 신청 완료 2025년까지 싸이티지의 모든 기능을 사용할 수 있어요! 물론 프로모션 기간 종료 후에도추가했던 서지는 쭉~ 이용가능해요 확인 우리기관에 요청하기 내년에도 서지를 계속 추가하고 싶다면?

Output: pass


Input: Claim: VR can allow students to experience environments they may not otherwise access. [SEP] Text: An increase in immersion often leads to an increase in the presence felt by the user [22, 23] and while immersion levels in the traditional approaches to VR systems usually involves the use of the visual and audio sensory mechanisms, this research looks at the possibility of incorporating the use of haptic feedback and haptic feedback devices. 2. 3 Haptic Technologyis defined as the technology of virtually touching and feeling objects and forces. It is a new emerging technology from the area of that allows computer users to use their sense of touch to feel three-dimensional virtual objects using haptic devices. Touch is a very powerful sense and the sensation of touch is the brain’s most effective learning mechanism that has for long been neglected in the field of VR. Essentially what this technology gives in terms of benefits, is the ability for a person to feel a simulation of a solid object as if it is really in front of him. Haptic feedback groups together three modalities of feedback, force feedback, tactile feedback, and proprioceptive feedback [24]. More recent research tends to couple force feedback and proprioceptive feedback under the category of kinaesthetic feedback. 2. 4 Tactile FeedbackThe second type of Haptic feedback is tactile feedback. While kinesthetic feedback is feedback received through the arousal of muscles, joints or tendons, tactile feedback is feedback received on the surface of the skin. Skint issue has a number of different receptors embedded in the skin and right underneath it and these allow the brain to feel things such as vibration, changes in pressure, and touch, for example. The nature of this type of feedback means that in order to trigger such feelings, one does not necessarily require hardware to be worn on the user’s person as is the case with kinesthetic feedback. [34] list three types of conventional strategies for tactile feedback. The first strategy is similar to the strategy used for kinesthetic feedback, i. e. attaching devices on user’s fingers or palms. This strategy has been explored in research through implementations such as CyberTouch [27], GhostGlove [28], and SaLT [29]. In implementing these approaches researchers made use of numerous pieces of equipment such as vibrotactile simulators, motor driven belts and pin-array units. However, the result of this strategy would mean that the system degrades tactile feelings due to the contact between the skin and the device occurring even when there is no need to provide tactile sensation.

Output: corroborate


Input: Claim: Studies suggest social media can increase feelings of loneliness and anxiety. [SEP] Text: According to the Spring 2022 Survey, 70% of older adults in Korea reported using social media, followed by 69% in Australia, 66% in Israel, 63% in Canada, Singapore, and Sweden, 60% in Japan and the United States, 56% in Greece and Malaysia, 53% in Italy and Spain, 51% in Netherlands, 50% in Belgium, and less than 50% in France, Hungary, Poland, and the (Center, 2022). As the use of social media among older adults’ population is increasing, the potential of social media as a source of social connection appears to be particularly important for older adults (Hsu et al. , 2021). However, most studies on social media and mental health focus on younger adults (Hsu et al. , 2021; Masur, 2021), and there is limited research on the effects of social media use on the loneliness of older adults. The effect of social media use on the loneliness of older adults has not been clearly determined by previous studies. Several studies have found that social media use is associated with decreased loneliness among older adults (e. g. , Bonsaksen et al. , 2021; Cotten et al. , 2021; Jarvis et al. , 2019; Ongun et al. , 2016). For example, social loneliness decreased following an increase in the use of various types of social media in Norway, the United Kingdom, the United States, and Australia (Bonsaksen et al. , 2021). Time spent on social media sites such as Facebook and WhatsApp was associated with decreased loneliness among older people in Turkey (Ongun et al. , 2016). In contrast, other studies have reported that social media use is associated with increased depressive symptoms or is not related to loneliness among older adults (e. g. , Aarts et al. , 2015; Hofer & Hargittai, 2021; Lewin et al. , 2022). In the study by Aarts and colleagues (2015), the frequency of social media use was not related to emotional and social loneliness of older adults in the Netherlands. More recently, active social media use (e. g. , posting videos and photos) was found to be positively related to depressive symptoms among older adults in the (Lewin et al. , 2022). These mixed results on the effects of social media use on loneliness call for more research on the variables that influence the relationship between social media use and loneliness among older adults.

Output: contrast


Input: Claim: Language can serve as a marker of identity and cultural heritage. [SEP] Text: 인용양식변경 공지사항바로가기 Close 즐겨찾기 양식명 버전 즐겨찾기가없어요 자주 사용하는 인용양식을 검색 후 즐겨찾기에 등록하세요. 검색 자주 사용하는 인용 양식을 검색하세요. (저널명 or 학회명) search 검색하기 양식 저장 Close 국내 연구자를 위한 한국형 서지관리 서비스 DBpia에서 국내 연구자를 위한 서지관리 프로그램 싸이티지(Citeasy)를 오픈했어요. 워드는 물론, 한글까지 인용 정보를 관리할 수 있어요.

Output: pass


Input: Claim: VR can allow students to experience environments they may not otherwise access. [SEP] Text: Previous literature in the areas that are to be tackled by this study have shown potential in the approach being proposed. Having reviewed this literature, the next sections introduce the methodology behind the proposed VR implementation using tactile feedback. 3 MethodologyThe scope of this project is to implement a novel tactile feeling within a VR experience of the daily life of an autistic child at a school. The suggested approach aims mainly to enhance the interaction between the designed VR environment and potential users. As a result, users are more immersed in the VR experience and can feel empathy towards these disordered children. This section contains three subsections; Haptic interaction, gesturing interaction, and interaction feedback technique to measure the different reactions of users. 3. 1 Haptic InteractionDuring the first phase of the VR autism application, we encountered a number of challenges when we needed to simulate some human interactions and feelings. Autism is a unique disorder and autistic children behave differently upon the same situations. One of the main interesting findings was that they share tactile frightening issues. During the first stage of the project, we managed to simulate some emotions namely fear, panic, and confusion within 3D sound and make the sound of the thoughts as it comes from the head. Even though the feedback was positive, there is still room for development to improve the experience in general. Simulating the autistic child’s thoughts using 3D sound techniques will be more realistic if we manage to make users feel as if they were poked. By synchronizing both interactions, users can definitely better understand the hurt feelings when they are touched. Figure 1 illustrates the integration between the implemented elements that used to develop the VR experience. Fig. 1. (Source: Self). The VR environment main elementsFull size image 3. 2 Haptic InteractionIn VR autism experience, users interact with a virtual designed object. The suggested scene includes two virtual hands that simulate the action when the autistic child will be flipping a small ball. In addition, the virtual object was added to the VR environment to help users feel more immersion. While the flipping scene plays, the virtual hands start acting as if the child is actually touching a physical object. In the meantime, the user will be feeling the visualised object in addition to feeling the movement of the actual virtual simulated object. Figure 2 shows a diagram that explains the two actions; the virtual and the physical actions of the user during the VR experience. Haptic interaction will provide an artificial touch sensation that simulates natural human touch.

Output: corroborate


Input: Claim: Studies suggest social media can increase feelings of loneliness and anxiety. [SEP] Text: The mean media literacy of the sample was 2. 824 (SD =. 795), and Cronbach’s alpha of the measurement items was. 937. Control VariablesThis study controls for a set of sociodemographic characteristics that are considered predictors of loneliness in the literature. Studies have shown that loneliness is related to gender and age as well as other sociodemographic characteristics such as education, income, employment status, and marital status (Ferreira-Alves et al. , 2014). Sociodemographic characteristics were categorized into several categories. Gender was divided into male and female. Age was reported numerically by respondents. Education was categorized into five groups (less than elementary school graduation, middle School graduation, high school graduation, university graduation, graduate school or higher). Income was divided into eight groups, and the unit is Korean won (KRW) (no income; less than 500,000; 500,000 to 999,999; 1,000,000 to 1,999,999; 2,000,000 to 2,999,999; 3,000,000 to 3,999,999; 4,000,000 to 4,999,999; 5,000,000 or more). Employment status was sectioned into employed and unemployed. Marital status was divided into those currently unmarried (including single, widowed, and divorced) and those currently married. Analysis StrategyTo answer RQ1 and RQ2, the collected data were analyzed using SPSS 26. 0 and 4. 1. First, using SPSS, the reliability of measurement items was tested, and frequency and descriptive statistical analysis were conducted to confirm the demographic characteristics of the sample, as well as the level of social media use, loneliness, and media literacy. Next, Model 1 of the proposed by Hayes (2017) was employed to investigate the effect of social media use on loneliness and to confirm the moderating role of media literacy. model automatically provides the mean centroid function of independent and moderating variables to eliminate multicollinearity. ResultsCorrelation analysis showed a positive relationship between social media use, loneliness, and media literacy. The coefficient values were between. 070 and. 096, which satisfies the discriminant validity between the variables (see Table 2). Table 2. of Variables. VariablesMSDCronbach’s αSocial media useLonelinessMedia literacySocial media use24. 67729.

Output: contrast


Input: Claim: Language can serve as a marker of identity and cultural heritage. [SEP] Text: 인용은 물론 참고문헌 삽입까지한번에 내가 인용한 논문을 저장해놨다가 참고문헌으로 쓴다고요? DBpia 서지관리 프로그램 싸이티지(Citeasy)에선 ‘참고문헌 목록 생성' 클릭 한번이면 끝 겹낫표등의한국형 논문 출처 표기까지 가능해요 한국 논문에 빠질 수 없는 『…』까지표기할 수 있게 지원하고 있어요 내가 투고할 학회의 서지정보가 이미 등록되어 있어요 이 학회, 인용 정보 어떻게 기입하지?

Output: pass


Input: Claim: VR can allow students to experience environments they may not otherwise access. [SEP] Text: We intend to use more virtual interaction tools to improve users’ experience through increased immersion levels. Fig. 2. (Source: Self). Virtual and physical interaction in the VR feel autism experienceFull size image 3. 3 Interaction FeedbackVR technology has shown great potential for simulating how autistic children’s private life looks like. The first version of the application was presented in different conferences and global events and showed a great impact on users including parents who have autistic children. During the feedback collection stage, there were some difficulties with measuring direct facial reactions due to the size of the used head-mounted display hardware. Using haptic devices can easily make the feedback measuring process easier. The interaction with the virtual object allows designers observing the gesturing interaction and detect any design flows. Using different sensors, to measure the hand movement, handshaking, and hand sweating, we can collect additional insights about user interaction. Figure 3 illustrates the main used elements to mimic and measure the reactions of autistic children when they are poked. Fig. 3. (Source: Self). Tactile virtual and physical scenarioFull size image In addition, using a haptic device to create some artificial touch sensations will help developers when measuring user’s physical interactions. Autistic children are extremely sensitive to situations when they are being touched. Such a situation can easily scare them, and for the purpose of this study, it can be simulated by integrating the hepatic interaction, visual effects, and 3D sounds in the head. In addition, autistic children live in repetitive life. One of the observations made when carrying out the previous study was that they like playing with the same object. This could be a toy, a tool, a remote control…etc. This proposed approach is investigating the use of the device to simulate playing with a ball scenario. While in the virtual environment there will be virtual hands and a virtual ball object, the user will be able to interact with the same virtual object in reality. The capability of using Ultrasound waves to simulate the tactile experience will add more immersion feeling to the designed VR environment. In addition, users’ reactions will be observed and measured during the experience. device will measure the movements of the hands. This will be used as a key factor for measuring the users’ reactions when the autistic child responds to the poking action. Figure 4 shows the used feedback measuring technique of the physical actions. Fig. 4. (Source: Self).

Output: corroborate


Input: Claim: Studies suggest social media can increase feelings of loneliness and anxiety. [SEP] Text: , social connectedness and social isolation) [4], a second study focused on loneliness [5], and a third study focused on social isolation as the outcome measure [6]. Based on data from the nationally representative Health and (n = 1,620 individuals aged 50 years and over in the United States), the first study [4] showed a link between use of social network sites and increased feelings of connectedness (an aspect of loneliness), whereas the use of these sites was not associated with feelings of social isolation. Based on a sample of community-dwelling individuals aged 60 years and over (n = 626) in the Netherlands, the second study revealed that the use of these sites was neither associated with general loneliness nor with social or emotional loneliness [5]. The third study [6] examined the link between social network sites and social isolation. Based on a nationally representative sample of individuals in the second half of life (n = 7,837 individuals aged 40 years and over) in Germany, this recent cross-sectional study [6] showed that daily online social network users (e. g. , users of Facebook) reported lower social isolation scores compared with those with less frequent or no social media use. In a sensitivity analysis, this study [6] also examined the association between the use of the internet “for contact with friends and relatives (e. g. , e-mail, Facebook, chat, video calls)” and social isolation. Compared to daily users, less frequent users and nonusers had significantly higher social isolation scores. These associations did not differ by sex or educational level. This is in line with a review performed by Leist [7]. She thought that online communities are “places where people can get together and engage in social contact, for example, overcome loneliness at nighttime” [7]. Therefore, she concluded that these sites can help to overcome feelings of loneliness and isolation. In a similar vein, a very recent qualitative study concluded that sites such as Facebook or video chats, via Skype, for example, can help to overcome social isolation among Muslim immigrant older adults in Canada [8]. In sum, the findings are mixed. Moreover, these results come from a time prior to COVID-19. Therefore, they may not directly be transferable to our present time. Thus, future research is urgently required. would like to conclude with some recommendations for future research.

Output: contrast


Input: Claim: Language can serve as a marker of identity and cultural heritage. [SEP] Text: DBpia가 인기학회 200개의 서지정보를 구축해두었어요. 등은 기본이죠 1/4 2/4 3/4 4/4 한글/워드 서지관리 프로그램 바로받기 Close DBpia 밖의 서지정보를 인용하고 싶다면? 크롬 익스텐션으로 외부 서지정보를 내서재에 담아보세요!

Output: pass


Input: Claim: VR can allow students to experience environments they may not otherwise access. [SEP] Text: VR feel autism feedback scenarioFull size image 4 Results and FindingAlthough the project is still ongoing, the collected results out of the developed application have shown promising results. During the testing stage, a prototype included only the binaural and the image effects interactions elements. Thus, only five selected feelings were considered to measure the final feedback about the designed application. The results showed that users were immersed in the experience and strongly felt: excited, sad, anxious, or surprised. Figure 5 shows the results of users’ measured reactions during the experience. Participants stated that it was a very useful application and that it was a high-quality VR experience. At the time of writing, initial observations have indicated that the used haptic tool is still expensive, and it still has some limited functions. In addition, it requires some extra integration steps to design suitable VR objects. The next section highlights a future plan for the project to overcome the pricing and the scalability of the suggested haptic tool. Fig. 5. (Source: Self)Measured feedback physical reactionsFull size image 5 Future WorkThe second phase of the VR Autism project has enabled a new tactile interaction technique to enhance users experience and immersion. Based on the results out of the two designed versions, it is clear that there is a great opportunity to improve the developed VR experience. These improvements should ensure that the experience is capable of simulating more real-life situations and challenges that autistic children might go through when they are at school. The next stage of the project aims to design a Cave VR experience for the different situations of a normal daily life for an autistic child when at school. In addition, work has started on a collaboration endeavour with another group of researches to design a suitable hardware system. This ultrasonic system will be used mainly to simulate real-life tactile actions. The suggested novel approach will investigate the possibility of designing cheaper hardware to be installed in a VR Cave experience and implement real tactile actions. Thus, this will pave the way into adding tactile feedback capabilities in any designed VR application when tactile actions are required. 6 ConclusionThis study presents a new approach into the creation of novel VR systems targeted with the scope of helping autistic children in mind. Previous studies have shown that what we are setting out to achieve can in fact be obtained, and results have been encouraging. Through this study we are aiming to go a step further and introduce haptic technology as a means to further help these individuals in their daily lives.

Output: corroborate


Input: Claim: Comparing oneself to others on social media can negatively impact self-esteem. [SEP] Text: DBpia 서지관리 프로그램 싸이티지(Citeasy)에선 '참고문헌 목록 생성' 클릭 한번이면 끝 한국 논문에 빠질 수 없는 『…』까지표기할 수 있게 지원하고 있어요 이 학회, 인용 정보 어떻게 기입하지? DBpia가 인기학회 200개의 서지정보를 구축해두었어요. 등은 기본이죠 Citeasy 이용하기 Citeasy 출시 기념 한시적 무료! Citeasy로 내보내기 서지가 내보내기 되었어요Citeasy에서 목록을 확인해보세요 Endnote Excel 복사인용 APA 7th 양식 변경 12 ### 논문을 읽고 계시네요!

Output: pass


Input: Claim: Language can serve as a marker of identity and cultural heritage. [SEP] Text: 크롬 익스텐션 살펴보기 클립보드 복사가 완료되었습니다 단, 출처 표기 시 주의하세요 1같은 논문을 2번 인용한다면, 짧은 내주 짧은 각주 형태로 인용해야해요 (조형교육학회 등) 2자료 유형에 따라 문장부호를 다르게 사용해야 해요 3참고문헌의 언어별로 양식 규정이 달라요! (한국노년학회등) 4투고하는 학회가 달라지면 인용양식도 달라져야 해요!

Output: pass


Input: Claim: VR can allow students to experience environments they may not otherwise access. [SEP] Text: ‘Autism VR’ provided a first step into what can be achieved through the use of virtual reality as a tool to help teachers adjust their methods to better cope with autistic children. With ‘VR’ we aim to make an unprecedented leap into the creation of such tools.

Output: corroborate


Input: Claim: Comparing oneself to others on social media can negatively impact self-esteem. [SEP] Text: ��제분류, KDC분류, DDC분류, 한국연구재단분류, 저자 메타 소속기관, 소속부서, 직급, 연구분야, 연구키워드, 이용수, 피인용수, 저자 논문활용도 [결합형/맞춤형 메타 데이터] 구분 그룹 데이터 항목 ※ 결합형/맞춤형 메타 데이터는 신청 내용에 따라 다양하게 제공 가능 이용순위 정보 주제분야별 많이 이용된 논문 “인문학”에서 많이 이용된 논문 TOP100 이용기관별 많이 이용된 논문 “중고등학교”에서 많이 이용된 논문 TOP100 세부기�

Output: pass


Input: Claim: Language can serve as a marker of identity and cultural heritage. [SEP] Text: Citeasy 다운로드 하기 모두 자동으로 입력해주는 일주일간 보지 않기 닫기 Citeasy 이용 기간 종료 체험 기간이 종료되었거나, 소속 기관의 싸이티지 이용이 중단 되어 이용할 수 없습니다. 확인 우리기관에 요청하기 싸이티지 설치형 프로그램은 모바일과 mac OS를 지원하지 않습니다. 확인 제휴문의 DBpia와 구독·저작권 계약, 기타 제휴를 원하시면 해당 부서로 연락 바랍니다.

Output: pass


Input: Claim: All students learn better with virtual reality than with traditional techniques. [SEP] Text: Predictors from all models testing H1 and investigating RQ1 showed variance inflation factors values lower than two, suggesting no multicollinearity. Tables with the summary of the models we ran are available in the Supplemental Materials. A significant difference between conditions for presence was found at posttest, t(43. 55) = −9. 59, p <. 001, d = −2. 69, 95% CI [−3. 43, −1. 93], with participants in the IVR condition scoring higher than participants in the desktop condition after treatment. This indicates that the experimental manipulation was successful. After controlling for the self-efficacy pretest differences, a medium significant effect of the condition was found on self-efficacy posttest scores, F(1, 46) = 6. 62, p =. 013, ηp2 = 0. 13, 90% CI1 [0. 02, 0. 28], with participants in the IVR condition reporting higher self-efficacy than in the desktop condition after treatment. Post hoc power analysis indicated that this test achieved 0. 79 power. These results support H1. One possible explanation for this finding is that feelings of greater control of the situation can contribute to the higher self-efficacy perception in IVR (Johnson-Glenberg, 2018; Hite et al. , 2019). Also, a sense of agency and the intention to act have been shown to involve causal efficacy (David et al. , 2008; Schlosser, 2012) and may have contributed to increased self-efficacy in the IVR condition. While we have no formal way to test this mechanism with the current data, we hypothesize that acting on the environment while using a headset to watch the IVR video could have increased participants’ predictions about their actions and the environment responses. As these predictions were confirmed throughout the experience, they increased the sense of agency, which was positively associated with self-efficacy. However, more studies are needed to investigate this association between a sense of agency and self-efficacy when using IVR. In addition, this positive impact of IVR on self-efficacy may also be due to the positive effects that IVR has shown in affective aspects of learning such as engagement and enjoyment (Bailenson et al. , 2008; Makransky & Lilleholt, 2018; Parong & Mayer, 2018).

Output: corroborate


Input: Claim: Many people report feeling pressure to present an idealized version of themselves online. [SEP] Text: 43 per cent: That’s the proportion of adults who don’t pay income tax in any one year, meaning that they have taxable income of less than £12,500. Many of them are students, or have spouses with higher incomes, so this doesn’t necessarily reflect a permanently low standard of living. Nevertheless, it is striking to see the extent to which the continued increases in the tax-free threshold have narrowed the income tax base. 129 per cent: How much more generous basic benefits are to those just above the state pension age compared with those just below. In 1990 the gap was 30 per cent. This is one example of how some elements of the welfare state have become much less generous to those of working age relative to those over pension age. Going to the other end of the scale:50 per cent: That’s the proportion of all income tax paid by 3 per cent of adults with the highest income — that is those with incomes of more than £80,000. The top 1 per cent of income tax payers pay 30 per cent of all income tax. This is, of course, a stark reflection of how concentrated incomes are among a small fraction of the population. 8 per cent: The share of total income, after taxes and benefits, received by the highest income 1 per cent of the population — that is, eight times more than the average. That share hasn’t changed much in 20 years. But back in the 1970s it was 3 per cent. I could stay with statistics on taxes, benefits and incomes. But what about that other issue at dispute in the recent election — public spending? 21 per cent: That’s the scale of the cuts in per-person spending on public services outside of health since 2010. That is an astonishing figure. We may have come to the end of austerity in the sense that no further cuts may be made, but local government, the justice system, further education and many other public services will show the effects of austerity for a long time. 42 per cent: The proportion of day-to-day spending on public services (so not including welfare and capital spending) that will be accounted for by the Department of Health and next year. That is up from 33 per cent in 2010 and 26 per cent in 2000. In the period between 2000 and 2010, when public spending in general was rising, spending on the NHS rose considerably faster than the average.

Output: pass


Input: Claim: Language can serve as a marker of identity and cultural heritage. [SEP] Text: 구독 계약 문의 4년제 대학교, 해외 도서관, 공공기관, 국책연구원, 기업, 전문대학 등 DBpia 구독을 희망하시나요? 담당부서 : 영업기획팀 trial@nurimedia. co. kr 데이터 구매 문의 인공지능 학습, 연구동향 분석 등 목적으로 DBpia의 메타 및 원문 데이터가 필요하시나요? 담당부서 : 마케팅팀 marketing@nurimedia. co. kr 저작권 계약 문의 학회지, 연구기관 보고서, 정기 간행물 등 학술 콘텐츠가 DBpia에서 서비스 되길 원하시나요? 담당부서 : 콘텐츠영업팀 copyright@nurimedia. co.

Output: pass


Input: Claim: All students learn better with virtual reality than with traditional techniques. [SEP] Text: Eleven students mentioned that the IVR training has taught them to ask more in-depth questions on the daily lives of their patients during clinical encounters, to notice cues, and to take a more holistic approach when interviewing their patients. Some students also found the IVR training to be a good reminder that the patient interview can be as important as the clinical exam. All the students reported that the training gave them a better perspective into what older adults might be going through, which was valuable and prepared them before they interacted with them directly during clinical encounters. The IVR training also made them provide better counseling to their patients and to make sure they were getting the help and services they needed. 3. 2. 2. 2 Theme 2: IVR can be a beneficial tool for empathy trainingAll the students’ opinions on the effectiveness and value of IVR in empathy training were consistent with the previous findings from the post-training interviews. Even six months after the intervention, students recalled vividly their IVR experience and described being able to put themselves in the patients’ shoes to be the most valuable, powerful, and effective part of the training compared to other teaching methods. They also mentioned that being able to see all aspects of the patients’ daily lives outside the clinical encounter provided a more holistic view of their challenges and enhanced empathy. 4 DiscussionThis study adopted a mixed methods study design to examine the effectiveness of IVR as a teaching tool for enhancing empathy in 1st year medical students participating in an IVR-based learning experience. The intervention consisted of engaging 19 first year medical students in an IVR scenario created by Embodied Labs, Inc. (McDonough 2022) that focused on loneliness and social isolation in older adults and their effects on their health outcomes. In general, the results demonstrated that IVR can be utilized as an effective tool for empathy training for medical students. Consistent changes in participants’ empathy levels were documented both in the differences between pretest and post-test JSE questionnaire scores, in the participants’ self-reported data in the post-training interviews, and in the follow-up interviews that took place 6 months after the training. In addition, the study findings have shown that the overall perceptions of the participants towards IVR as a tool for learning and empathy training were largely positive.

Output: corroborate


Input: Claim: Using social media is the sole cause of all mental health issues among teens. [SEP] Text: of -19 Linda Martinez, Ph. D* Department of Administration, College of Health and *Corresponding Author: Linda Martinez, Ph. D, Department of Administration, College of Health and. network usage is common around the globe and is prevalent in almost every home and every socioeconomic stratum, especially among children and adolescents during lockdown, and the usage rate has even increased post-COVID-19. are also part of our current education system, whereby internet usage is the source of communication with colleagues and peers and is fundamental in creating new platforms and modes of modality in teaching. Social media can be defined as internet-based platforms that can be accessed through web addresses or mobile devices, computers, or any device applications on which users can create public or semi-public profiles, interact with others, and share user-generated content [25]. 2021 report indicated that adolescents' smartphone usage increased significantly, reaching 95 %. Today's teens are exposed to risk factors due to social interaction over the Internet. It has been determined that this increased use of social media has been a breeding ground for frequent problems that are related to mental health, such as depression, anxiety, and addiction to social media; and most significantly, issues related to lack of sleep, diet and nutrition, cyberbullying, psychological aspects, behavioral problems, sexual issues, body image perception, physical activity, online grooming, sight, headache, and dental cavities. [3]. The purpose of this study is to determine to what extent the use of social media negatively affects teens. Keywords: social media, Covid, teens, adolescents, impact, Internet, mobile devices, computers, cell phones, depression, anxiety, addiction, network usage is common around the globe and is prevalent in almost every home and every socioeconomic stratum, especially among children and adolescents during lockdown, and the usage rate has even increased post-COVID-19. are also part of our current education system, whereby internet usage is the source of communication with colleagues and peers Furthermore, social networks are fundamental in creating new platforms, and modes of teaching. According to Carr & Hayes (2015), internet usage has provided a means of communication with peers. It has provided a source for teaching in schools by enabling various forms of communication and bringing people together by facilitating instant connections, interactions, and even face-to-face conversations through Zoom.

Output: contrast


Input: Claim: Language can serve as a marker of identity and cultural heritage. [SEP] Text: kr 기타 제휴 문의 서비스 제휴, 기술 제휴 등 DBpia와 기타 제휴를 원하시나요? 담당부서 : 서비스기획팀 dbpia@nurimedia. co. kr 레이어닫기 앱 다운로드 iPhone, iPad, Android 스마트폰/태블릿의 기기를 지원합니다. 안드로이드 스토어 바로가기 IOS 스토어 바로가기 레이어닫기 상세검색 닫기 검색어 입력 검색어는 최대 5개까지 추가하실 수 있습니다.

Output: pass


Input: Claim: All students learn better with virtual reality than with traditional techniques. [SEP] Text: 1% (2/18) and fatigue or difficulty concentrating by 16. 7% (3/18). However, similar difficulties were also reported in the video group with 16. 7% (3/18) reporting difficulty concentrating or fatigue. Table 1 Summary of participant feedback (n = 36) scored on Likert scale responses (1–5, not confident strongly disagree - most confident strongly agree) or via yes/no responsesFull size table DiscussionThis randomised study has shown that students who participate in surgical skills tuition delivered via MR technology demonstrate greater and more consistent skill progression, in addition to reporting a higher quality educational experience when compared to traditional video-based skills tuition. The HoloLens teaching session gave consistently better results to all learners. Specifically, it led to significant improvements in instrument selection and more consistent improvements in technical performance. These observations could be due to the nature of the HoloLens content that supported a more structured approach to skill practice for the participant. The interactive tutorial provided reinforcement and immediate confirmation of the key procedural steps by producing holographic representations of each surgical instrument in order of use, in addition to highlighting the correct instrument within the surgical field and providing visual guidance for exact instrument placement on the surgical jig, as illustrated in Fig. 1. In accordance with pedagogical best practices, this material was presented to the student in a guided and segmented fashion, with progression through the tutorial via hands-free control to allow content manipulation whilst simultaneously performing the task. Conversely, the video group was only able to practice and re-watch the video content using a self-directed approach with no temporal relationship between the video and task. In addition, they had to put down their instruments and disengage from performing the task to control the video that was presented on an adjoining computer. The interactive learning and enhanced feedback for the HoloLens group likely account for higher instrument selection scores and greater consistency of learning for this group. Differing participant learning styles appeared to influence the effectiveness of the intervention. Participants were either multi-modal learners or reported a single preferred learning style, with an equal distribution across each study group. Participants who included auditory learning as one of their preferred learning styles performed similarly across the two study groups as would be expected given that the audio commentary provided for both teaching modalities were identical. Participants who included visual and kinaesthetic learning as one of their preferred learning styles performed significantly better in the HoloLens group.

Output: corroborate


Input: Claim: Using social media is the sole cause of all mental health issues among teens. [SEP] Text: Social media can be defined as internet-based platforms that can be accessed through web addresses or mobile devices, computers, or any device applications on which users can create public or semi-public profiles, interact with others, and share user-generated content [25]. COVID-19 was seen as a disruption of everyday life in 2020. Globally and suddenly, media devices and internet access rapidly increased. 2021 report indicated that adolescents' smartphone usage increased significantly, reaching 95 %. About 59 % of adolescents admitted that they use their smartphone more frequently as compared to the past, with a daily use of more than 3 hours in 46 % of cases; much of this usage involved TikTok at 62 % and YouTube at 58 % (Tra-Digitale-e-Cyber-Risk-MOIGE-1. Pdf. , 2023). Also, the 2022 Report stated that adolescents spend, on average, 3 hours per day on social media [8]. Vogels et al. (2022) also reported that 97 % of teens between 13-17 years old use the Internet daily, and about 36 % say they spend too much time on social media [32]. Today's generation is heavily exposed to several risk factors due to social interaction over the Internet, including but not limited to cyberbullying, which affects about 7 % of children aged eleven to thirteen years old and about 5. 2 % of children between the ages of fourteen to seventeen years old. It has been determined that this increased use of social media has been a breeding ground for frequent problems that are related to mental health, such as depression, anxiety, and addiction to social media; and most significantly, issues related to lack of sleep, diet and nutrition, cyberbullying, psychological aspects, behavioral problems, sexual issues, body image perception, physical activity, online grooming, sight, headache, and dental cavities. [3]. The degree of social media usage in children is known to be a significant predictor of depression and increases with each additional hour of social media use. The state of emergency and social isolation during the COVID-19 pandemic were said to be a determinant in increased screen time, not only as a source of online education but to access social media continuously. Recent data also suggested that 48 % of adolescents spend an average of 5 hrs. per day on social media, and 12 % spend more than 10 hrs. per day on social media.

Output: contrast


Input: Claim: Language can serve as a marker of identity and cultural heritage. [SEP] Text: 다국어입력 입력 지우기 한자 음가로 찾기 한자 부수로 찾기 러시아어 옛한글 일본어 부수외 획수 선택 전체 논문명 저널명 발행기관명 저자명 검색조건추가 주제분야 대분류 인문학 사회과학 자연과학 공학 의약학 농수해양학 예술체육학 복합학 중분류 ISSN - Print/Online 모두 검색 가능 언어 전체 한국어 영어 중국어 일본어 기타 이용형태 원문이용 외부링크 검색값 초기화 검색 ‘’ 소속이시네요!

Output: pass


Input: Claim: All students learn better with virtual reality than with traditional techniques. [SEP] Text: ” The minority of the comments revealed indifference to the VR meditation. Overall, the majority of students reported perceiving both of the meditation techniques favorably. They expressed increased immersion and beneficial aspects of both types of practice (with a preference for VR). However, these calculations are based only on descriptive statistics so cannot be treated as robust data. DiscussionThe goal of the study was to examine the differences between the impact of VR- and video-based meditation on college students’ final exam performance. We further explored students’ perceptions of the two types of meditation. Drawing on research by Navarro-Haro et al. (2017), and especially by Kosunen et al. (2016), we hypothesized that VR meditation would be more effective than video meditation. That hypothesis needed to be tested as our study was conducted in an academic setting, and we measured the impact using students’ test scores, not reduction in anxiety levels [as done, for example, by Kosunen et al. (2016)]. Our results showed that students who were exposed to the VR-based meditation benefited from this relaxation technique more than the students who were exposed to the video-based meditation. On one hand, this finding is interesting because some students’ comments in the post-survey expressed a certain level of skepticism toward meditation in general (e. g. , “I think meditation would not help me in any way”). Yet, our results suggest that the VR meditation was effective enough to aid the students. This finding allows us to speculate that the reduced anxiety levels allow for better concentration, as found in Mata (2012) and Ching et al. (2015), and can translate into a better exam performance. On the other hand, our finding is not surprising for two reasons. First, VR is highly immersive (Gruber & Kaplan-Rakowski, 2020; Makransky et al. , 2019) and, just like other immersive media, VR can “stimulate physical senses to the point where we experience psychological immersion” (Kaplan-Rakowski & Meseberg, 2019, p. 144). In our experiment, the students immersed in the VR meditation could have had “an impression that it is real and that they are present in this environment” (Kaplan-Rakowski & Meseberg, 2019, p. 144); that is, they could have thought they were in the forest where the meditation took place.

Output: corroborate


Input: Claim: Using social media is the sole cause of all mental health issues among teens. [SEP] Text: During the pandemic, depressive symptoms were determined to have been reactive to the context of being afraid of the virus, which necessitated social isolation [3]. are considered more susceptible to the negative aspects of social media than their adult counterparts because of their increased time spent on social media and the fact that their brain is developing in emotional regulation and motivation [29]. Also, social media produces an almost constant stream of unpredictable social rewards and chastisements in the form of posts from other users, composed of likes, comments, and messages. The frequent and inconsistent nature of these notifications results in a robust conditioning response, especially in the developing brain of an adolescent [21]. According to [17], this hypersensitivity can increase adolescents' willingness to engage in risky or prosocial behaviors as peers encourage. Social media usage has become problematic among teens, with an increasing prevalence of mental health outcomes like depression, anxiety, and stress. Teens who have experienced ACEs are more likely to engage in problematic social media use, such as excessive use, addiction, and cyberbullying. It has also been speculated that social media platforms provide an escape from daily struggles or serve as a means of seeking validation and support from others. [1]. Survey of Children's Health conducted in 2019 also reported that teens who experienced Experiences (ACEs) were more likely to use social media as a coping mechanism, with 41 % of teens who experienced four or more ACEs reporting heavy use of social media to deal with stress, compared to only 19 % of teens who experienced no ACEs [18]. A recent study published in 2020 in the of reported that teens who experienced ACEs, mainly four or more, were more likely to engage in excessive social media behaviors [10]. These findings suggest that there is likely a significant correlation between ACEs and problematic social media usage in California teens. Parents, educators, and mental health professionals need to be aware of this link so that they may be able to utilize it to provide appropriate support and resources for teens who may be struggling with traumatic events or ongoing concerns. Purpose of purpose of this study is to determine to what extent the use of social media negatively affects teens. Adolescents with a history of adverse childhood experiences (ACEs) are likelier than their non-ACE-experiencing counterparts to develop unfavorable health behaviors.

Output: contrast


Input: Claim: Language can serve as a marker of identity and cultural heritage. [SEP] Text: 종료기간이 없는 싸이티지(Citeasy)로 업그레이드 하세요 ‘’ 기관은 소속 이용자에게 서지관리 프로그램 싸이티지를 제공하도록 DBpia와 계약하였습니다. 무료로 싸이티지의 이용 기간을 연장할 수 있습니다. 업그레이드 하기 다시보지 않기 레이어 닫기 체험형 싸이티지(Citeasy)의 이용기간이 종료되어 서지를 추가할 수 없습니다. 서지관리 프로그램 싸이티지(Citeasy)의 구독 기관 소속이신 경우 일반형으로 업그레이드가 가능합니다.

Output: pass


Input: Claim: All students learn better with virtual reality than with traditional techniques. [SEP] Text: Many studies have identified the benefits of using VR for architectural design. For instance, VR is said to have a positive influence on the qualities of architectural design: it stimulates the inclusion of behavioural issues into architecture (Furness 1987), offering the possibility to capture a high degree of realism and interaction because changes can be made instantly (Airey et al. 1990; and de Vries 1999). Further, it allows decision-makers to catch a glimpse of a possible future (Stoker and Fellow 1992), to assess the quality of their ideas (Lansdown 1994) or to improve their conceptual design (Mcfadzean 2000). In addition, VR stimulates co-operation (Frazer 1998), it is easy to use in design assessment and change (Titman 1995), and can otherwise be broadly applied in the areas of real estate and housing (Schmitt 1993; Frazer 1995; Tschumi 1995; Schmeltzer and Roelen 1995; Leclercq and Martin 2005). Moreover, with its instrument of architectural walkthroughs, VR has a positive influence on user friendliness and the reduction of design mistakes (Brooks 1989; Larijnai 1993; Zahniser 1993; Mahoney 1994), while it also helps in forecasting the possible effects of a design in its early phases and stimulates stakeholder commitment (Achten and Turksma 1999; Pialot et al. 2006). There are three other studies that provide a context in which the potential contribution of VR to architectural design is demonstrated:1. At the beginning of the 1990s, the use of VR was crucial in convincing architects to remove a wall in the design of a university building in (Rheingold 1991). The walkthrough convinced the architects that the wall was clearly in the wrong place and so it was removed in the design. 2. In the middle of the 1990s, a study was conducted at the University of Washington, which compared the design work quality of two groups of US architectural graduates, one using VR and one not using VR (Campbell and Wells 1994). It was concluded that VR improved the students’ design quality. What was still lacking, however, was a sophisticated, immersive world-building toolkit for architects in virtual environments and VR systems, which could accommodate multiple participants and real-time communication. 3.

Output: corroborate


Input: Claim: Using social media is the sole cause of all mental health issues among teens. [SEP] Text: Statistics about this population usually come from studies that look at groups of adolescents who identify with 4 or more ACEs. As the general public's use of social media has become more ubiquitous, it is likely that these high-risk youth are using social media with excessive regularity [10]. Observing the impacts of problematic social media usage is essential because of the negative mental, physical, and social health consequences reported to accompany it. Reports indicate that adolescents with more hours spent on social media are at an increased risk of having moderate to severe depression and anxiety symptoms [23]. Significance of the studies have indicated that one of the most significant difficulties experienced by adolescents is a conflict of values linked to their continuous search for identity and belonging. This is compounded by a desire to achieve self-direction by going into the unknown, interacting with strangers on social media sites, and entering a network of virtual relationships via the Internet. This corresponds with the study that demonstrated Facebook's role in modern upbringing by providing a platform for children and young people to discover ideas and convictions that powerfully shape their future character values and determine their life trends. Traditional upbringing institutions cannot monitor new behavioral patterns resulting from friction with the outside world caused by social media. The study observed that many young people have become isolated from their communities, hiding behind computer screens to connect with the virtual community instead. It recommended the need to regulate the method and hours of social media use while determining the quality of permitted sites and programs and considering the increasing demand for periodic supervision of children by their families. In this context, according to recent statistics, 22 % of adolescents access their favorite social sites more than ten times a day, and more than half of adolescents enter these sites more than once a day, 75 % of adolescents have a mobile phone, 25 % of them use their phones to access these sites, and 54% use it to send text messages via short message service (SMS), while 24 % use it for instant messaging [12]. This cross-sectional study used secondary data from Survey (CHIS) from the 2021-2022 survey year. Surveys were conducted in all 58 counties of California for adolescents between the ages of 12 and 17. Included in this study were responses from 1169 adolescent participants. All participants completed the survey fully, and there were no missing values.

Output: contrast


Input: Claim: Language can serve as a marker of identity and cultural heritage. [SEP] Text: 업그레이드 바로 가기 레이어 닫기 한글 혹은 Word 가 설치되어있지 않습니다. DBpia의 서지관리 프로그램 싸이티지(Citeasy)는 한글, Word에서 사용할 수 있습니다. 지원 한글, Word 목록은 아래에서 확인하세요. 한글 바로가기 Word 바로가기 레이어 닫기 ‘’ 기관은 싸이티지의 계약 기관이 아닙니다. DBpia의 서지관리 프로그램 싸이티지(Citeasy)의 일반형은 계약기관만 사용할 수 있습니다. 아래 페이지에서 구독 기관으로 인증하세요.

Output: pass


Input: Claim: All students learn better with virtual reality than with traditional techniques. [SEP] Text: Result of results found for within Back to results 19845486 Export as a virtual reality learning environment - does it help medical students to learn about complex topics in obstetrics and gynaecology? Share on on on Submission date 30/11/2020 Registration date 02/12/2020 Last edited 01/12/2020 Recruitment status No longer recruiting Overall study status category Pregnancy and registered analysis plan participant data Record updated in last year and study aimsThis study is investigating the use of virtual reality and how these techniques may help to enhance learning in medical education. Virtual reality (VR) can be defined as “real-time interactive graphics with 3D models”. Research has shown that virtual reality can help with the learning process. Virtual reality enables the students to discover and explore their own knowledge, learn by doing, develop creativity, aid visual learners, and increase understanding of invisible concepts. This is unique to topics found within the obstetrics and gynaecology curriculum. The main aim of this study is to investigate the effectiveness of a virtual reality learning environment (VRLE) compared with a traditional tutorial learning environment amongst medical students. Who can participate? Students studying medicine, undergraduate or graduate entry level medicine programmes at Dublin (UCD)What does the study involve? Participants are randomly allocated to the intervention or control group. The intervention group will undertake a 15-minute lesson in a virtual reality learning environment (VRLE) that was created on the topic of stages of development in pregnancy. The VRLE is carried out under the government-directed protocol and guidance in relation to COVID-19. Participants are given a short introduction on the use of the VR headset and controls. The participants then use the headset for 15 minutes. The control group will undertake a traditional tutorial, which will take place online due to COVID-19 restrictions. The tutorial will involve a face-to-face teaching session using a PowerPoint presentation in small group settings. The evaluation will consist of a test before and after the intervention, along with a questionnaire on the learning experience and design of the virtual reality learning environment, as the researchers would like to hear about the opinions and attitudes on the use of this technology for learning purposes. What are the possible benefits and risks of participating? The benefit of the study is that there is a learning opportunity for the participant to see the stages of development in pregnancy in 3D, complementing the teaching given in modules at UCD.

Output: corroborate


Input: Claim: Using social media is the sole cause of all mental health issues among teens. [SEP] Text: This group included both males and females (57 % males, 43 % Females) from all racial and ethnic backgrounds (15 % Asian, 59 % white, 14 % other single race, and 11 % more than one race) and all poverty levels (0-99 % FPL 9 %, 100-199 % FPL 15 %, 200-299 % FPL 10 %, & 300 % FPL and above 66 %). This study compared two main questions. The polar interrogative question, "Is the participant someone who identifies as having had at least 1 adverse childhood experience? " and a 4-point forced Likert scaled question, "How often does the participant use a computer or mobile device for social media. " The 4-point forced scale question results were displayed as follows: Almost constantly, many times a day, a few times a day, and less than a few times a day. Additionally, the study compared the social media question to four potential ACE/predictive questions: Have you ever lived with a parent who got divorced, ever been a victim of violence or witnessed violence in your neighborhood, ever lived with a parent who died, ever lived with a family member who was arrested, ever been mistreated due to race/ethnicity, & how often did you experience difficulty in surviving on the family's income. Dependent variables The dependent variable studied is how often the individual uses a computer or mobile device for social media. Their choices for this variable are less than a few times a day, a few times a day, many times a day, almost constantly. This is considered a dependent variable because this is a decision that the adolescent has autonomy over. The choice to be on social media almost constantly can have repercussions in other parts of a person's life. This study reviews if the independent variable affects social media usage. Independent variable This study focuses on teens who have had an adverse childhood experience. This is an independent variable because this is not a choice the teen made; instead, it is something that happened to them. Studies have shown that this negative life occurrence can cause a person to be more closely linked to adverse health behaviors. This questionnaire could not ask specific questions about abuse and neglect that would appear on an ACEs scale. However, it did ask about home occurrences that would qualify. This study aims to determine if excessive social media usage is one of those adverse health behaviors.

Output: contrast


Input: Claim: Language can serve as a marker of identity and cultural heritage. [SEP] Text: 구독 기관 조회하기 레이어 닫기 DBpia 밖의 서지정보를 인용하고 싶다면? 크롬 익스텐션으로 외부 서지정보를 내서재에 담아보세요! 크롬 익스텐션 살펴보기 레이어 닫기 국내 연구자를 위한 한국형 서지관리 서비스 DBpia에서 국내 연구자를 위한 서지관리 프로그램 싸이티지(Citeasy)를 오픈했어요. 워드는 물론, 한글까지 인용 정보를 관리할 수 있어요.

Output: pass


Input: Claim: Urban farms can improve access to fresh produce in food deserts. [SEP] Text: Increasing access to fresh produce by pairing urban farms with corner stores: a case study in a low-income urban setting Published online by Press: 04 February 2015 andShow author details Gudzune* Affiliation: Division of Medicine, Department of Medicine, of Medicine, 2024 E. Monument Street, Room 2-621, Baltimore, MD 21287, USA for Prevention, Epidemiology, and : Center for Human Nutrition, Department of of on of : : : Center for Human Nutrition, Department of of on of : Center for Human Nutrition, Department of of on of * *Corresponding author: Email gudzune@jhu. edu 0. 26 mb) View PDF [Opens in a new window] Save to to Save to & Permissions [Opens in a new window] Abstract ObjectiveOur objective was to pilot collaborations between two urban farms with two corner stores to increase access to fresh produce in low-income neighbourhoods. DesignWe conducted a pre–post evaluation of two farm–store collaborations using quantitative distribution and sales data. Using semi-structured interviews, we qualitatively assessed feasibility of implementation and collaboration acceptability to farmers and storeowners. SettingLow-income urban neighbourhoods in in 2012. SubjectsPair #1 included a 0·25 acre (0·1 ha) urban farm with a store serving local residents and was promoted by the neighbourhood association. Pair #2 included a 2 acre (0·8 ha) urban farm with a store serving bus commuters. ResultsProduce was delivered all nine intervention weeks in both pairs. Pair #1 produced a significant increase in the mean number of produce varieties carried in the store by 11·3 (P<0·01) and sold 86 % of all items delivered. Pair #2 resulted in a non-significant increase in the number of produce varieties carried by 2·2 (P=0·44) and sold 63 % of all items delivered. ConclusionsOur case study suggests that pairing urban farms with corner stores for produce distribution may be feasible and could be a new model to increase access to fruits and vegetables among low-income urban neighbourhoods. For future programmes to be successful, strong community backing may be vital to support produce sales. supplyPovertyAgricultureCommunity networks Supplement 15 October 2015 10.

Output: corroborate


Input: Claim: Using social media is the sole cause of all mental health issues among teens. [SEP] Text: The hypothesis for this study is that adolescents who have experienced at least 1 adverse childhood experience are more likely to engage in excessive social media usage, as evidenced by reporting to be on social media via computer or mobile device "almost constantly" as compared to adolescents who have not experienced adverse childhood experiences. descriptive analysis included frequency distribution, chi-square test (X2 test), and (r test) testing as reported by Pearson correlation and 2-tailed significance (p-value). The chi-square test compares observed results with expected results to determine if there is a relationship between the two variables or if the observed values are a random occurrence. Pearson's correlation is a common way of measuring the direction and strength of the relationship between two data sets. The frequency table indicated that 40 % of the sample population confirmed that they had experienced at least 1 adverse childhood experience (ACE) compared to 60 % that stated they had not had any. Though the survey did not provide a comprehensive list of damaging childhood experience survey questions regarding abuse or neglect, they did include a few items of interest regarding home life that would be associated with an ACEs scale. These items had: ever lived with a parent who got divorced (19 % said yes), ever been a victim of violence or witnessed violence in your neighborhood (12 % said yes), ever lived with a parent who died (4 % said yes), ever live with a family member who was arrested (5% said yes), ever been mistreated due to race/ethnicity (16 % said yes), and how often did you experience that it was hard to get by on the family's income (8 % reported struggling often or very often). The frequency of the social media question broke down as follows: of the 1169 surveyed, 27% reported using social media almost constantly, 39% reported using social media many times a day, 22 % said using social media a few times a day, and 13% reported using social media less than a few times a day. If the ACEs or supporting questions have no correlations with social media usage, these percentages should remain mostly consistent. Results from both the chi-square and Pearson's tests comparing having at least 1 ACE with social media usage confirmed that these two factors were correlated (X2 = <. 001, DF = 3; p = <. 001, r =. 14).

Output: contrast


Input: Claim: Language can serve as a marker of identity and cultural heritage. [SEP] Text: 인용은 물론 참고문헌 삽입까지 한번에 내가 인용한 논문을 저장해놨다가 참고문헌으로 쓴다고요? DBpia 서지관리 프로그램 싸이티지(Citeasy)에선 ‘참고문헌 목록 생성' 클릭 한번이면 끝 겹낫표등의 한국형 논문 출처 표기까지 가능해요 한국 논문에 빠질 수 없는 『…』까지 표기할 수 있게 지원하고 있어요 내가 투고할 학회의 서지정보가 이미 등록되어 있어요 이 학회, 인용 정보 어떻게 기입하지?

Output: pass


Input: Claim: Urban farms can improve access to fresh produce in food deserts. [SEP] Text: 1017/S1368980015000051 [Opens in a new window] © 2015 Obesity disproportionately impacts residents of low-income neighbourhoods( 1 Reference Coogan, Cozier and Krishnan 2 ). Many low-income urban neighbourhoods have limited access to grocery stores that carry fresh fruits and vegetables, resulting in poor access to healthy foods( Reference Powell, Slater and Mirtcheva 3 Reference Larsen, Story and Nelson 4 ) and contributing to the high obesity rates( Reference Inagami, Cohen and Finch 5 Reference Zick, Smith and Fan 6 ). Low-income, urban residents often rely on corner stores for food purchases( Reference D’Angelo, Suratkar and Song 7 Reference Dennisuk, Coutinho and Suratkar 8 ). Corner stores tend to offer few healthier food options like fresh produce, and when offered, are typically more expensive( Reference Cavanaugh, Mallya and Brensinger 9 ). Low-income residents have reported interest in purchasing fresh fruits and vegetables from corner stores( Reference O’Malley, Gustat and Rice 10 ). Another study found that the more variety of fresh produce available in these stores, the more likely a customer was to purchase fruits or vegetables( Reference Martin, Havens and Boyle 11 ). However, storeowners report challenges stocking produce due to wholesalers’ high prices, improper storage and perceived customer disinterest( Reference O’Malley, Gustat and Rice 10 ). Urban agriculture is the growing and distribution of crops and livestock within an urban environment, including farming in vacant lots and parks( 12 ). Urban farms typically market their products to local consumers( 12 ), often with a mission to increase access to fresh produce in the surrounding neighbourhoods. Weekly farm stands in low-income communities have been linked with increased consumption of fruits and vegetables( Reference Evans, Jennings and Smiley 13 ). However, another study noted barriers to low-income residents accessing urban farms’ produce, including lack of a convenient time and location for purchases, distrust of outsiders and inadequate produce choices( Reference Hu, Acosta and McDaniel 14 ). We speculated that collaboration between urban farms and corner stores, where farmers and storeowners work together to achieve a shared goal of increasing local, low-income consumers’ access to fresh produce, might address prior challenges. Farms could enhance their distribution of fruits and vegetables to a convenient location.

Output: corroborate


Input: Claim: Using social media is the sole cause of all mental health issues among teens. [SEP] Text: Other factors relating to ACE/scale items that also had a direct correlation with social media use were: victims of violence or witnesses to violence in the neighborhood (X2 =. 004, DF = 3; p = < 0. 001, r =. 10), someone living in the home had ever been arrested and booked for breaking the law (X2 =. 002, DF = 3; p = <. 001, r =. 10), and how hard is it to get by on family's income (X2 = <. 001, DF = 9; p = 0. 006, r = 0. 08). Factors that were not strong correlators were adolescents who had experienced discrimination based on race/ethnicity (X2 =. 058, DF = 3; p =. 011, r = 0. 07), adolescents living with a divorced or separated parent (X2 = <. 001, DF = 6; p =. 466, r = -. 02) and adolescents living with a parent who had died (X2 =. 075, DF = 3; p =. 113, r =. 05). strength of this study comes from the reliability and diversity of the data set. Survey (CHIS) annual survey by UCLA's School of at their Center for Research. is one of the top sources of health policy information for the State of California. Additionally, it is one of the nation's leading health policy research centers. aims to improve public health by collecting data for advancing health policy research, public service, community partnerships, and education. Various charitable and governmental organizations fund CHIS to promote insights into health issues affecting Californians. The data is collected annually to ensure that the information retains its relevancy. It is done by surveying a large, representative sample of the state's major and minor racial and ethnic populations via telephone and internet questionnaires. CHIS set minimum target numbers for all 44 geographic areas to ensure a statistically representative sample. CHIS regularly conduct surveys in languages other than English and tries to target specific minority populations, such as and Asian subgroups, to ensure a fully representative sampling. The sample size of this study is 1,169 participants, both male (52. 3 %) and female (47. 7 %), between the ages of 12 and 17. The diversity in sample size helps extrapolate to the community at large while decreasing the likelihood of a type II error in calculation.

Output: contrast


Input: Claim: Language can serve as a marker of identity and cultural heritage. [SEP] Text: DBpia가 인기학회 200개의 서지정보를 구축해두었어요. 등은 기본이죠 1 2 한글/워드 서지관리 프로그램 바로받기 레이어 닫기 서지추가 서지파일이 무엇인가요? 형식으로 저장되는 파일로, 인용 정보를 담고 있습니다. 서지 파일을 업로드하여 모든 서지정보를 내서재에서 관리하세요 수정한 정보는 인용하기와 싸이티지에 반영됩니다. 서지파일 등록 파일을 끌어오거나 점선 영역을 클릭해 등록해보세요.

Output: pass


Input: Claim: Urban farms can improve access to fresh produce in food deserts. [SEP] Text: We suspected that farmers might be willing to assist storeowners with in-store produce management, given their commitment to their products and the community. However, we could find no studies that evaluated an urban farm–corner store collaborative model. Our objective was to pair two urban farms with two corner stores in to distribute fresh produce. We hypothesized that the distribution of fresh produce from urban farms to corner stores would be feasible, in demand and acceptable to farmers and storeowners. design As a case study, we conducted a 9-week, pre–post, non-randomized intervention study that paired two urban farms with two neighbouring corner stores in to distribute and sell fresh produce. We recruited a convenience sample of two urban farms. Each farm identified a store in its community with the assistance of local neighbourhood or business associations. While we noted differences between the urban farms and corner stores, this variability might allow us to examine the collaborative model in different settings. Study staff approached all parties independently to discuss the intervention concept, obtain agreement to participate and receive feedback on the initial intervention design. of Board exempted this project as not human subjects research. Intervention design Each week, farmers and storeowners agreed upon the selection and quantity of fresh produce items to be delivered. Storeowners provided space to display the produce. Each farm delivered produce to its corner store once weekly for 9 weeks starting August 2012. Stores priced items similarly to approximate farm stand prices. To offset the financial risk for both parties, the study covered all produce costs for the first 5 weeks, thus ensuring the farmers received compensation and stores sold the produce for 100 % profit. The study decreased its financial support during weeks 6–9 to determine whether this intervention might be fiscally sustainable (pair #1, 50 % of costs covered; pair #2, 75 % of costs covered) and the storeowners paid the remainder. Each store had an exterior sign stating that it carried fresh produce from the farm and point-of-purchase promotional materials that included shelf labels and recipe cards. Each farm held a produce tasting event at its store during the study period. The local neighbourhood and business associations promoted the programme at meetings and in newsletters to local residents. Data collection and outcome measures and August 2012, we conducted two environmental assessments of each store to determine the produce varieties carried at baseline. Baseline sales data were unavailable, as storeowners did not keep sales records. During the intervention, we visited each store twice weekly to collect data.

Output: corroborate


Input: Claim: Using social media is the sole cause of all mental health issues among teens. [SEP] Text: The fact that all the participants live in communities across the same state indicates similarities in available technology, access to internet capabilities, and cultural tendencies. This study confirmed a correlation between teens' social media usage and their history of adverse childhood experiences. At the reporting level of at least 1 ACE, this correlation exists in a low level of strength (r =. 14), but the likelihood of the relationship was significant (p = <. 001). The surveyed population did not detail how many or which types of ACEs they experienced in this group. However, previous research expects this to be a positive relationship, and the more ACEs a person experiences, specifically 4 or more, the stronger this relationship will become [27]. Raney, et. al. , (2022) reported identifying low-strength relationships with community factors. Victims of violence or witnesses to violence in neighborhoods had a strength of r=. 10. This factor is unique because it goes beyond the home environment and looks at the lasting impact exposure that community violence can have on a person. A review into the characteristics of teens that commit violence, such as school shootings, indicates a high correlation with social media usage before the violent act [11]. This correlation between community violence exposure and social media becomes vital as providers look for ways to decrease community violence and identify those suffering from it. Further testing into the predictability of this linkage should be conducted to determine its value in targeting at-risk youth for early intervention and preventing instances of community violence, such as public shootings. The final significant finding in this study revolved around a commonly identified vital determinant of health: how hard is it to get by on the family's income? This had the lowest strength correlational relationship between the findings (r = 0. 08). Even though there remains a digital divide in the State of California between lower-income homes and higher-income homes, it appears that families are adopting internet-capable devices as necessities due to an increasing reliance in society on digital dependency. 4504. (2010) Don’t touch that dial: A history of media technology scares, from the printing press to Facebook. Slate. com. (2022) The use of social media in children and adolescents: Scoping review on the potential risks. . 19(16): 9960. Centers for and Prevention (2022) Fast facts: Preventing adverse childhood experiences. Censis (2021) Auditel Censis.

Output: contrast


Input: Claim: Language can serve as a marker of identity and cultural heritage. [SEP] Text: 영문 내용이 없는 논문은 한국어(혹은 대표언어)로만 저장됩니다. 서지파일 등록 논문명은 이렇게 노출될 예정입니다. ris 총 1 건 내서재에 업로드하기 레이어 닫기 싸이티지는 모바일과 mac OS를 지원하지 않습니다. PC로 이용해주세요 확인 레이어 닫기 나의 연구활동 주요 통계 나의 이용현황 0 이달 이용 논문 수 0 이달의 방문 횟수 0 내서재 논문 수 최근 이용/조회한 논문이 없습니다.

Output: pass


Input: Claim: Urban farms can improve access to fresh produce in food deserts. [SEP] Text: We tracked the variety (e. g. apples, carrots), quantity and costs of produce delivered. We tracked each item’s sale price, number of items remaining and number of items discarded due to spoilage to estimate sales. We categorized items into five broader groups: fruits (e. g. apples, peaches), greens (e. g. kale, spinach), root vegetables (e. g. potatoes, beets), squash (e. g. cucumbers, aubergine) and aromatic vegetables (e. g. peppers, tomatoes; see online supplementary material, 1). We conducted in-depth interviews after 6 weeks with farmers (n2) and storeowners (n2) to discuss their experiences with the intervention. Interviews were audio recorded and transcribed verbatim. We evaluated the transcripts using an editing style analysis technique( and Miller 15 ) to identify meaningful passages of text regarding satisfaction with the intervention and intent to continue the collaboration. Statistical analysis We calculated the percentage of weeks with a produce delivery during the intervention and conducted a pre–post analysis of the mean number of produce varieties carried in each store using unpaired t tests. Increased variety of fresh produce has been previously linked to increased customer purchases fruits and vegetables( Reference Martin, Havens and Boyle 11 ). To assess demand, we report the weekly and overall produce sales by produce groups for each store. established two urban farm–corner store pairs. These farms, stores and neighbourhoods differed in key characteristics (Table 1). Pair #1 included a 0·25 acre (0·1 ha) urban farm with a well-established store that served local residents. This farm was located 0·3 km from the store. The local neighbourhood association was very active in supporting this programme, which included promotion in newsletters and at meetings and community events. Pair #2 included a 2 acre (0·8 ha) urban farm with a newer store that served commuters. This farm was located 1·9 km from the store in a park bordering the neighbourhood. This store was located on a main street with many nearby stores and a supermarket. The local business association featured this programme in its newsletter, but did not engage in further promotion activities. Table 1 Characteristics of urban farms, corner stores and communities participating in the urban farm–corner store intervention in in 2012 for Women, Infants, and Children.

Output: corroborate


Input: Claim: Using social media is the sole cause of all mental health issues among teens. [SEP] Text: Centers for and Prevention (2023) Adverse childhood experiences. de I, (2022) social media for public health: Framework for social media–based public health campaigns. Internet Research. 24(12): e42179. World (2021) Global wellbeing report. digitalinformationworld. com. (2021) Association between adverse childhood experiences and time spent playing video games in adolescents: Results from A-. International journal of environmental research and public health. 18(19): 10377. (2021) Adverse childhood experiences and problematic media use: Perceptions of caregivers of high-risk youth. of. 18(13): 6725. (2022) School shooters: Patterns of adverse childhood experiences, bullying, and social media. Journal of Care. 36(4): 339–346. (2021) The negative effects of social media on the social identity of adolescents from the perspective of social work. Helliyon. 7(2): e06327. (1998) Relationship of childhood abuse and household dysfunction to many of the leading causes of death in adults. (ACE) Study. of Preventive Medicine. 14(4): 245–258. (2016) Technology addiction: Concern, controversy, and finding a balance. Media. (2021) Exposure to community violence and depressive symptoms: Examining community, family, and peer effects among public housing youth. Health & place. 69: 102579. (2019) Trauma changes everything: Examining the relationship between adverse childhood experiences and serious, violent and chronic juvenile offenders. and Neglect. 46: 163-73. (2020) The effect of social feedback from peers on adolescent cognitive control. Journal of Adolescence. 85(1): 12-20. (2021) Adverse childhood experiences and digital media use among U. S. children. of Preventative Medicine. 60(4): 462-470. (2020) Adverse childhood experiences (ACEs) on mental disorders in young adulthood: Latent classes and community violence exposure. Preventive Medicine. 134: 106039. MF (2011) social media, children and pediatricians. Archives de Pediatrie. 19(1): 92–5. (2023) Association of habitual checking behaviors on social media with longitudinal functional brain development. JAMA Pediatrics. 177(2): 160–167. (2018) The adverse childhood experiences study: Lessons learned and future directions. SCChildren.

Output: contrast


Input: Claim: Language can serve as a marker of identity and cultural heritage. [SEP] Text: 더보기 월별 이용 통계 방문횟수 논문이용수 내가 검색한 키워드 로그인하고 연구지표를 확인해보세요 로그인 Close 논문 오류신고 신고항목을 선택해 주세요. 닫기 신고항목 신고항목을 선택해주세요.

Output: pass


Input: Claim: Urban farms can improve access to fresh produce in food deserts. [SEP] Text: Produce distribution Produce was delivered all nine intervention weeks at both stores. In pair #1, a total of 722 items were delivered during the 9-week period with 53 % fruits, 4 % greens, 5 % root vegetables, 23 % squash and 14 % aromatic vegetables. In pair #2, a total of 278 items were delivered with 30 % fruits, 3 % greens, 0 % root vegetables, 32 % squash and 35 % aromatic vegetables. Pair #1’s store carried a mean of 1·5 total varieties (sd 0·7) at baseline, which increased to a mean of 12·8 (sd 1·4) during the intervention. The farm provided all produce at this store during the study period. Pair #2’s store carried a mean of 8·0 total varieties (sd 4·2) at baseline, which increased to a mean of 10·2 (sd 3·4) during the intervention. The farm provided most produce items at this store (mean 6·9 varieties (sd 3·3)) during the study period. Figure 1 shows the changes in total produce varieties carried before and during the study period. Only pair #1 produced a significant increase in the mean number of produce varieties carried (mean change 11·3 (sd 1·0), P<0·01). Fig. 1 The mean change in total produce varieties carried before (, baseline) and during (, intervention) the urban farm–corner store intervention in in 2012. Baseline means were calculated from data collected by study staff during two visits prior to starting the intervention. Means during the intervention were calculated based on distribution data collected twice weekly by study staff at each store. Mean change estimates (pair #1, 11·3 (sd 1·0), P<0·01; pair #2, 2·2 (sd 2·7), P=0·44) and P values were calculated using unpaired t tests. Pair #1 resulted in a significant increase in mean total produce varieties (**), while pair #2 led to a non-significant increase in varieties Produce sales Pair #1 sold 86 % of all items delivered (622 items), while pair #2 sold 63 % of all items delivered (176 items). Table 2 shows the overall sales by produce group for each pair.

Output: corroborate


Input: Claim: Using social media is the sole cause of all mental health issues among teens. [SEP] Text: org. (2021) The psychiatric sequelae of the COVID-19 pandemic in adolescents, adults, and health care workers. Depression and Anxiety. 38(2): 233–246. of (2022) Adverse childhood experiences. Paakkari L, Tynjälä (2021) Problematic social media use and health among adolescents. of. 18(4): 1885. Perrin A, (2021) About three-in-ten U. S. adults say they are ‘almost constantly’ online. Pewresearch. org. (2022) Associations between adverse childhood experiences, adolescent screen time and physical activity during the COVID-19 Pandemic. Academic Pediatrics. 22(8): 1294-1299. Rideout V, (2019) The commonsense census: Media used by tweens and teens. (2022) Problematic social media use in adolescents and young adults: Systematic review and meta-analysis. . 9(4): e33450. Tra-Digitale-e-Cyber-Risk (2022) MOIGE. (2019). Roles of cyberbullying, sleep, and physical activity in mediating the effects of social media use on mental health and wellbeing among young people in England: A secondary analysis of longitudinal data. The Lancet. Child & Adolescent Health. 3(10). 685-696. Vogeles EA, Gelles-Watnick R, (2022) Teens, social media, and technology 2022. Center.

Output: contrast


Input: Claim: Language can serve as a marker of identity and cultural heritage. [SEP] Text: 제목 저자 목차 페이지 원제목 수정 전 해양 세균을 이용한 미세플라스틱 제거에 대한 연구 수정 후 부제목 수정 전 - 수정 후 대등제목 수정 전 - 수정 후 수정 전 이*연 경******* 수정 후 수정 전 - 수정 후 수정 전 첫 페이지 : 202 page 끝 페이지 : 202 page 수정 후 첫 페이지 끝 페이지 취소 확인 이 논문의 참고문헌을 찾아주세요. DBpia 논문 중 이 논문의 참고문헌을 찾아 신청해 주세요. 관리자 승인 후 이 논문의 참고문헌으로 등록됩니다.

Output: pass


Input: Claim: Urban farms can improve access to fresh produce in food deserts. [SEP] Text: In pair #1, the store made a profit of $US 446·40 and the net income to the farm was $US 473·94. In pair #2, the store made a profit of $US 177·00 and the net income to the farm was $US 330·40. Table 2 ProportionFootnote * of delivered items sold by produce group during the study period; urban farm–corner store intervention in 2012 * Calculated from overall sales estimates obtained from data collected twice weekly by study staff. In pair #1, sixty-six items were discarded due to spoilage (9 % of total delivered). In pair #2, ninety-two items were discarded due to spoilage (33 % of total delivered). pair #1, both the farmer and storeowner were satisfied with the intervention. Both the farmer and storeowner planned to continue the collaboration at the end of the 9-week study period. We capitalized on this opportunity to observe pair #1 beyond the study period (details available in the online supplementary material). In pair #2, both the farmer and storeowner were satisfied with the distribution process; however, both had concerns regarding customer demand and sales. The storeowner perceived that his customers would not purchase produce with imperfections and expressed frustration about spoilage. The storeowner opted to stop the collaboration at the end of the 9-week study period. this case study, urban farm–corner store collaborations distributed fresh produce to corner stores in low-income urban neighbourhoods. We offered a variety of produce attractive to customers and employed suggested strategies such as tastings and recipe cards for those items less familiar to patrons( Reference Hu, Acosta and McDaniel 14 ). To our knowledge, the present study is the first one to evaluate urban farm–corner store collaborations. Prior urban agriculture studies have examined community gardens’ social impacts and health benefits. Community gardens can foster social capital, trust and sense of community( Reference Shinew, Glover and Parry 16 Reference Teig, Amulya and Bardwell 17 ). Community gardens or urban farms have led to improved food access through farmers’ markets and produce donations to the neighbourhood( 18 and Gilliland 19 ), as well as increased fruit and vegetable intake among both adult and youth gardeners( Reference Alaimo, Packnett and Miles 20 Allen, Alaimo and Elam 21 ).

Output: corroborate


Input: Claim: Social media breaks will cure all anxiety and stress related to online activity. [SEP] Text: Abstract Background: Studies report a strong impact of the COVID-19 pandemic and related stressors on the mental well-being of the general population. In this paper, we investigated whether COVID-19 related concerns and social adversity affected schizotypal traits, anxiety, and depression using structural equational modelling. In mediation analyses, we furthermore explored whether these associations were mediated by healthy (sleep and physical exercise) or unhealthy behaviours (drug and alcohol consumption, excessive media use). Methods: We assessed schizotypy, depression, and anxiety as well as healthy and unhealthy behaviours and a wide range of sociodemographic scores using online surveys from residents of Germany and the over 1 year during the COVID-19 pandemic. Four independent samples were collected (April/May 2020: N=781, September/October 2020: N=498, January/February 2021: N=544, May 2021: N=486). The degree of schizotypy was measured using the Questionnaire (SPQ), anxiety, and depression symptoms were surveyed with the (SCL-27), and healthy and unhealthy behaviours were assessed with the (). Structural equation models were used to consider the influence of COVID-19 related concerns and social adversity on depressive and anxiety-related symptoms and schizotypal traits in relation to certain healthy (sleep and exercise) and unhealthy behaviours (alcohol and drug consumption, excessive media use). Results: The results revealed that COVID-19 related life concerns were significantly associated with schizotypy in the September/October 2020 and May 2021 surveys, with anxiety in the September/October 2020, January/February 2021, and May 2021 surveys, and with depressive symptoms in all surveys. Social adversity significantly affected the expression of schizotypal traits and depressive and anxiety symptoms in all four surveys. Importantly, we found that excessive media consumption (>4 hr per day) fully mediated the relationship between COVID-19 related life concerns and schizotypal traits in the January/February 2021 survey. Furthermore, several of the surveys showed that excessive media consumption was associated with increased depressive and anxiety-related symptoms in people burdened by COVID-19 related life. Conclusions: The ongoing uncertainties of the pandemic and the restrictions on social life have a strong impact on mental well-being and especially the expression of schizotypal traits.

Output: contrast


Input: Claim: Language can serve as a marker of identity and cultural heritage. [SEP] Text: 닫기 논문명 참고문헌 신청 검색조건추가 참고문헌 신청이 불가능한 논문이 있습니다. 입력된 URL을 확인해 주세요. 취소 다음 확인 이용수. . . 닫기 최근3년 최근1년 최근6개월 연도 월 이용수 정기구독 정책 구독 상품을 부정한 방법으로 이용시 구독 서비스 제공을 중단할 수 있습니다. 하나의 계정으로 중복로그인 한 경우 먼저 로그인 되어있던 계정은 자동 로그아웃 됩니다.

Output: pass


Input: Claim: Urban farms can improve access to fresh produce in food deserts. [SEP] Text: While farm stands can be located within the community( Reference Evans, Jennings and Smiley 13 ), they often operate for a few hours once weekly. Low-income residents have noted that purchasing produce from urban farms is inconvenient( Reference Hu, Acosta and McDaniel 14 ). The urban farm–corner store collaboration addresses this barrier as the corner store offers a neighbourhood location open 7 d/week where residents could buy produce. Collaborations between urban farms and corner stores could result in improved fruit and vegetable intake among community members, beyond those who garden, although we were unable to examine this in our study. In addition, this model could extend the reach of Farm to School programmes, which provide locally grown produce in schools( 22 ), by expanding the programme to locations, like corner stores, where children frequent after school and on weekends. Prior corner store interventions have focused on increasing the availability of healthier foods including produce and used point-of-purchase promotions in small stores( Reference Gittelsohn, Rowan and Gadhoke 23 ). Overall, these interventions led to increased stocking of healthy items and improved sales of healthy foods( Reference Gittelsohn, Rowan and Gadhoke 23 ). The present case study employed similar in-store tactics, yet expands upon this literature by proposing and testing a unique model of urban farm–corner store collaborations. We found that the collaborative model significantly increased stocking of produce items in one store. The contrasting success and failure between pair #1 and pair #2 may provide some insights on factors influencing the viability of the urban farm–corner store collaborative model. We suspect that community factors were critical to pair #1’s success. This store served customers who either lived or worked in the area and neighbourhood volunteers staffed this farm. The neighbourhood association also invested substantial time and resources in promoting the programme. Ultimately, pair #1 utilized more of a community-supported approach as compared with pair #2, which had less community backing. Pair #1’s tactic likely built upon neighbourhood social capital that gardens or farms may inspire( Reference Shinew, Glover and Parry 16 Reference Teig, Amulya and Bardwell 17 ). Pair #1’s store was relatively isolated from other food retailers.

Output: corroborate