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The Effect of Interactive Electronics Use on Psychological Well Being and Interpersonal Relationship Quality in Adults

Belkin et al. | Apr 19, 2018

The Effect of Interactive Electronics Use on Psychological Well Being and Interpersonal Relationship Quality in Adults

In recent years, usage of interactive electronic devices such as computers, smartphones, and tablets has increased dramatically. Many studies have examined the potential adverse effects of excessive usage of such devices on children and adolescents, but the effects on adults are not well understood. In this study, the authors examined the relationship between adult usage of interactive electronic devices and a variety of clinical measures of psychological well-being. They found that according to some metrics, higher usage of interactive electronic devices is associated with several adverse psychological outcomes, suggesting a need for more careful consideration of such usage patterns in clinical settings.

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Analyzing resilience in a sample population as a novel qualifier for triage in psychological first aid

Ramesh et al. | Apr 18, 2023

Analyzing resilience in a sample population as a novel qualifier for triage in psychological first aid
Image credit: Mat Napo

While serving as an immediate address for psychological safety and stability, psychological first aid (PFA) currently lacks the incorporation of triage. Without triage, patients cannot be prioritized in correspondence to condition severity that is often called for within emergency conditions. To disentangle the relevance of a potential triage system to PFA, the authors of this paper have developed a method to quantify resilience - a prominent predictor of the capability to recover from a disaster. With this resilience index, they have quantified resilience of differing age, race, and sex demographics to better inform the practice of PFA and potential demographic prioritization via a triage system.

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Rhythmic lyrics translation: Customizing a pre-trained language model using stacked fine-tuning

Chong et al. | May 01, 2023

Rhythmic lyrics translation: Customizing a pre-trained language model using stacked fine-tuning
Image credit: Pixabay

Neural machine translation (NMT) is a software that uses neural network techniques to translate text from one language to another. However, one of the most famous NMT models—Google Translate—failed to give an accurate English translation of a famous Korean nursery rhyme, "Airplane" (비행기). The authors fine-tuned a pre-trained model first with a dataset from the lyrics domain, and then with a smaller dataset containing the rhythmical properties, to teach the model to translate rhythmically accurate lyrics. This stacked fine-tuning method resulted in an NMT model that could maintain the rhythmical characteristics of lyrics during translation while single fine-tuned models failed to do so.

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Emotional and Psychological Effect of Music on People

Nolt et al. | Jan 03, 2019

Emotional and Psychological Effect of Music on People

Nolt and Elwonger examine how different types of music impact our emotional and physical states. They found that music can influence a subject's emotional state, with sad music inspiring sadness and exciting music bringing excitement. They were not able to find a clear relationship between heart rate and music type. Music's effect on emotional state can be useful when designing novel therapies for emotional and mental disorders.

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Are Teens Willing to Pay More for Their Preferred Goods?

Johnson et al. | Sep 28, 2019

Are Teens Willing to Pay More for Their Preferred Goods?

Each day we are flooded with new items that promise us a better experience at a better price. This forces buyers to continuously chose between sticking to what they know, or trying something new. In turn, companies need to be aware of the factors affecting consumer choices, that too within the different fractions of society. In this study the authors investigate the effect of survey-based price setting on profits made based on African American teen purchases, and how African-American teen loyalty to a particular brand affects their willingness to pay a higher price than the market average for their preferred brand items.

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Health services in Iraq - A cross-sectional survey of adolescents in Basra

Al Saeedi et al. | Aug 12, 2022

Health services in Iraq - A cross-sectional survey of adolescents in Basra

This study is a cross-sectional survey of adolescents in Basra, Iraq, from November 2020 to March 2021 about types of adolescent problems, the individuals and institutions adolescents turn to, and the role of public health centers in dealing with their problems. The survey found that psychological problems represent the largest proportion of health problems, and most adolescents turn to their parents to discuss their problems. The work indicates that there is an urgent need to pay attention to public health centers and provide health and psychological support to adolescents.

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Comparing Consumer Personality and Brand Personality: Do Fashion Styles Speak of Who You Are?

Stevenson et al. | Oct 02, 2019

Comparing Consumer Personality and Brand Personality: Do Fashion Styles Speak of Who You Are?

This study investigated how fashion brand personalities are similar to people’s personalities and whether people may prefer a particular clothing brand based on their own personal traits. All together, Stevenson and Scott found that the Big Five Personality Factors are generally not related to participants’ preferred brand personalities. Generally, brands should consider different factors besides the Big Five Personality Factors for identifying potential customers.

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Reimagize – a digital card-based roleplaying game to improve adolescent girls’ body image

Kumar et al. | Oct 04, 2021

Reimagize – a digital card-based roleplaying game to improve adolescent girls’ body image

Reimagize, a role-playing with decision-making, was conjured, implementing social psychological concepts like counter-stereotyping and perspective-taking. As the game works implicitly to influence body image, it even counters image issues beyond personal body dissatisfaction. This study explored whether a digital role-playing card game, incorporating some of the most common prejudices of body image (like size prejudice, prejudices from the media, etc.) as identified by a digital survey/questionnaire completed by Indian girls aged 11-21, could counter these issues and reduce personal body dissatisfaction.

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