Nicotine delivery and cigarette equivalents from vaping a JUULpod

2021 ◽  
pp. tobaccocontrol-2020-056367
Author(s):  
Judith J Prochaska ◽  
Erin A Vogel ◽  
Neal Benowitz

With patented nicotine salt technology, JUUL dominates the e-cigarette market. We reviewed studies of JUUL’s nicotine pharmacokinetic profile and studies quantifying nicotine in a JUULpod, emitted in the aerosol and absorbed by users. Examined in eight studies, JUUL’s peak nicotine levels were half to three-quarters that of a combustible cigarette in industry-conducted studies with JUUL-naïve users, while comparable to or greater than combustible cigarettes in independent studies of experienced e-cigarette users. JUUL Labs reports each 5% (nicotine-by-weight) cartridge contains approximately 40 mg nicotine per pod and is ‘approximately equivalent to about 1 pack of cigarettes.’ In five independent studies, nicotine in the liquid in a JUULpod ranged from 39.3 to 48.3 mg. Seven studies measured nicotine delivery via vaping-machine generated aerosols, varying in puffing regimes and equipment. One study estimated 68% transfer efficiency to the aerosol, measuring 28.8 mg nicotine per JUULpod. The other studies reported nicotine values ranging from 72 to 164 µg/puff. At 200 puffs, this is 14.4–32.8 mg of nicotine per pod with equivalence to 13–30 cigarettes. A study measuring nicotine levels in JUUL users during a 5-day controlled switch found equivalence to 18 cigarettes. One JUULpod appears capable of delivering the nicotine equivalent to smoking about a pack of cigarettes, with variability. In JUUL-naïve smokers, JUUL’s nicotine boost was lower than that of combustible cigarettes; while in experienced users, JUUL was comparable. Minimising harshness and adaptive to user experience, JUUL’s design facilitates initiation to a high nicotine, and ultimately, highly addictive vaping product.

2021 ◽  
Vol 7 (1) ◽  
pp. 519-539
Author(s):  
Thiago Minete Cardozo ◽  
Costas Papadopoulos

Abstract Museums have been increasingly investing in their digital presence. This became more pressing during the COVID-19 pandemic since heritage institutions had, on the one hand, to temporarily close their doors to visitors while, on the other, find ways to communicate their collections to the public. Virtual tours, revamped websites, and 3D models of cultural artefacts were only a few of the means that museums devised to create alternative ways of digital engagement and counteract the physical and social distancing measures. Although 3D models and collections provide novel ways to interact, visualise, and comprehend the materiality and sensoriality of physical objects, their mediation in digital forms misses essential elements that contribute to (virtual) visitor/user experience. This article explores three-dimensional digitisations of museum artefacts, particularly problematising their aura and authenticity in comparison to their physical counterparts. Building on several studies that have problematised these two concepts, this article establishes an exploratory framework aimed at evaluating the experience of aura and authenticity in 3D digitisations. This exploration allowed us to conclude that even though some aspects of aura and authenticity are intrinsically related to the physicality and materiality of the original, 3D models can still manifest aura and authenticity, as long as a series of parameters, including multimodal contextualisation, interactivity, and affective experiences are facilitated.


2020 ◽  
Vol 17 (1) ◽  
pp. 37-48 ◽  
Author(s):  
Florian Mundhenke

Audience research proves that possibilities of interaction in i-docs are often not fulfilled by the user, who is not really part of a ‘work in progress’ (as intended by the makers). With the shift and development of new digital formats (360-degree-films, nonfictional VR experiences, AR apps), the question of the possible interactive potential should be addressed once again. Since VR projects are fully immersive (mostly using head-mounted displays), there is no possible distraction from outside on the one hand. On the other hand, there is a shift from the computer game style aesthetic of early i-docs, with their pure spatial arrangement of events, to a more inclusive digital storytelling modality with the user experiencing his own world-building. This will be discussed with taking into consideration the non-fictional VR experience as a mode of actively combining immersion and storytelling for a satisfactory user experience. Afterwards two very different examples of nonfictional VR production will be presented, and their modalities will be briefly touched; the utilized approach and its user response will be discussed. A look at the future of possible developments concludes the essay.


Author(s):  
Elena Spadoni ◽  
Marina Carulli ◽  
Monica Bordegoni

Abstract Museums have been subjected to important changes in the approach they use to involve visitors. Among the other trends, storytelling and interactive exhibitions are two of the most used approaches used to make exhibitions more interesting for users. Virtual Reality and Augmented Reality methods can be effectively used in the context of a museum exhibition to support both storytelling and interaction. The primary objective of the use of these technologies is to make the visit of museums much more engaging, and suitable for different types of visitors. Among the several museums that are moving in this direction, there is the Museo Astronomico di Brera. The museum mainly consists of a corridor, hosting instruments used by astronomers, and the Cupola Schiaparelli, which is an observatory dome. The aim of the research presented in this paper is to develop an interactive Virtual Reality application to be used for improving the users’ experience of visits to the Museo Astronomico di Brera. Specifically, the paper presents a VR application to virtually visit the Dome. Preliminary tests have been carried out for evaluating the users’ sense of presence in the VR environment. An analysis of the collected data is presented in the paper.


Author(s):  
Jonathan Saxon

The Getty Research Institute (GRI) has an extensive collection of online digital resources, with two portals that focus on Mexico. The first portal discussed in this article is A Nation Emerges: Sixty-five Years of Photography in Mexico, and the second portal discussed is Obsidian Mirror-Travels: Refracting Mexican Art and Archaeology. These portals are the online versions of GRI exhibitions. Viewers of A Nation Emerges: Sixty-five Years of Photography in Mexico will find numerous primary sources, mostly photographs, related to major historical events from 1857 to 1923. This will serve as a useful resource for scholars and students interested in photohistory. The online exhibition Obsidian Mirror-Travels: Refracting Mexican Art and Archaeology offers a wealth of online digitized images related to Aztec art, culture, and archaeology. Although A Nation Emerges: Sixty-five Years of Photography in Mexico contains superb resources, the site is difficult to navigate and can result in viewers missing much of what it offers. Therefore, this article provides a road map of sorts with the goal of helping scholars and students save valuable time during the research process. This guide will greatly streamline the user experience for those navigating A Nation Emerges: Sixty-five Years of Photography in Mexico. In fact, readers may want to consider having access to this article while they are navigating the particular portal. On the other hand, viewers will find Obsidian Mirror-Travels: Refracting Mexican Art and Archaeology much easier to navigate. As such, a general overview, rather than a detailed guide is provided for this portal to allow users to direct their research with efficiency and accuracy when navigating the site. The article concludes with a brief discussion in the “Digitized Resources” section, of the literature, methodology, and historiography of photohistory.


2019 ◽  
Vol 214 ◽  
pp. 04003
Author(s):  
Vincenzo Ciaschini ◽  
Lucia Morganti ◽  
Matteo Tenti ◽  
Carmelo Pellegrino

Since the current data infrastructure of the HEP experiments is based on GridFTP, most computing centres have adapted and based their own access to the data on the X.509. This is an issue for smaller experiments that do not have the resources to train their researchers in the complexities of X.509 certificates and that would prefer an approach based on username/password. On the other hand, asking computing centres to support different access strategies is not so straightforward, as this would require a significant investment of effort and manpower. At CNAF-INFN Tier1 we tackled this problem by creating a layer on top of the gridftp client/server, that completely hides the X.509 infrastructure under an authentication/authorization process based on the Kerberos realm of our centre, and therefore based on username/password. We called this Dataclient. In this article we will describe both the principles that drove its design and its general architecture, together with the measures undertaken to simplify the user experience and maintenance burden.


Author(s):  
Alejandro Rosa-Pujazón ◽  
Isabel Barbancho ◽  
Lorenzo J. Tardón ◽  
Ana M. Barbancho

In this paper, an implementation of a virtual reality based application for drumkit simulation is presented. The system tracks user motion through the use of a Kinect camera sensor, and recognizes and detects user-generated drum-hitting gestures in real-time. In order to compensate the effects of latency in the sensing stage and provide real-time interaction, the system uses a gesture detection model to predict user movements. The paper discusses the use of two different machine learning based solutions to this problem: the first one is based on the analysis of velocity and acceleration peaks, the other solution is based on Wiener filtering. This gesture detector was tested and integrated into a full implementation of a drumkit simulator, capable of discriminating up to 3, 5 or 7 different drum sounds. An experiment with 14 participants was conducted to assess the system's viability and impact on user experience and satisfaction.


2011 ◽  
Vol 15 (2) ◽  
pp. 173-188 ◽  
Author(s):  
Emlyn Witt ◽  
Roode Liias

Public Private Partnerships (PPPs) may be considered to represent a range of procurement routes characterized by the integration of many project elements into a single contract with an output-based pricing mechanism. At the other end of the same continuum of procurement routes are less integrated arrangements with more input-based pricing (‘traditional’ procurement). Risk transfer from the client to the contractor should vary with procurement route attribute values: with greater integration and more output-based pricing an increase in risk transfer would be expected. The more risk transferred to the contractor, the greater the incentive for the contractor to deliver the project efficiently. The paper proposes indicators of risk transfer and delivery efficiency which are then used in modeling the relationships between risk transfer, efficiency and procurement route attributes. The proposed model enables the mi croeconomic assumptions which underlie PPPs to be tested with data from historical construction projects in order to cast light on the effectiveness of the PPP approach. Santrauka Privataus ir viešojo sektorių partnerystė (angl. PPPs) gali būti svarstoma kaip pirkimo būdas, kuris nusakomas įvairių elementų įtraukimu į vieną sutartį, paremtą gamybos apimčių kainodaros mechanizmu. Kitame šios nenutraukiamos pirkimų srautų virtinės gale yra ne tokie kompleksiniai susitarimai, paremti sąnaudų kainodaros principais (,,tradiciniai“ pirkimai). Rizikos perkėlimas nuo kliento prie rangovo turi skirtis priklausomai nuo pirkimų srautų savybių vertės: taikant platesnį kompleksiškumą ir gamybos apimčių kainodarą, tikėtina padidinti ir rizikos perkėlimo galimybę. Kuo didesnė rizika perkeliama rangovui, tuo efektyviau jis stengiasi įgyvendinti projektą. Straipsnyje siūlomi rizikos pėrkelimo ir įgyvendinimo efektyvumo rodikliai, kurie vėliau yra pritaikyti modeliuojant rizikos perkėlimo, efektyvumo ir pirkimo srautų savybių tarpusavio priklausomybes. Siūlomas modelis leidžia patikrinti mikroekonomikos prielaidas, sudarančias privataus ir viešojo sektorių partnerystės pagrindą, naudojant istorinius statybos objektų duomenis, ir atskleisti privataus ir viešojo sektorių partnerystės požiūrio efektyvumą.


2021 ◽  
Vol 8 (2) ◽  
pp. 205395172110473
Author(s):  
Rasmus Birk ◽  
Anna Lavis ◽  
Federica Lucivero ◽  
Gabrielle Samuel

Digital phenotyping for mental health is an emerging trend which uses digital data, derived from mobile applications, wearable technologies and digital sensors, to measure, track and predict the mental health of an individual. Digital phenotyping for mental health is a growing, but as yet underexamined, field. As we will show, the rapid growth of digital phenotyping for mental health raises crucial questions about the values that underpin and are reinforced by this technology, as well as regarding to whom it may become valuable. In this commentary, we explore these questions by focusing on the construction of value across two interrelated domains: user experience and epistemologies on the one hand, and issues of data and ownership on the other. In doing so, we demonstrate the need for a deeper ethical and epistemological engagement with the value assumptions that underpin the promise of digital phenotyping for mental health.


Author(s):  
Mohd Ekram AlHafis Bin Hashim ◽  
◽  
Muhammad Zaffwan Bin Idris ◽  
Che Soh Bin Said

The purpose of this paper is to explore the potential of synergising of two major theories that sprang from two entirely different disciplines, namely the human-computer interaction (HCI) and the arts. Indeed, there are vast and diverse gaps when two different theories, such as technology and art, are to be combined to develop a new element that complements to both disciplines. In this paper, the proposition is to measure the user experience when dealing with an art object that infuses with digital technology. Augmented reality (AR) derived from the HCI discipline and customarily to UX as a measurement tool. On the other hand, a comic is an aesthetic object that requires an aesthetic-friendly method as its measurement tool. Ultimately, this paper proposes an integration of the UX and AX theories to evaluate an AR comic.


SinkrOn ◽  
2021 ◽  
Vol 5 (2) ◽  
pp. 282-293
Author(s):  
Febrianty Febrianty ◽  
Hendra Hadiwijaya ◽  
D. Tri Octafian

This study aims to measure the User Experience of e-school in supporting blended learning during the Covid-19 Pandemic. The object of this research is the parent school of LPKA Class I Palembang, namely: SDN 25, SMPN 22, and SMAN 11 Palembang. Because of this, all of the parent schools implemented an e-school web system adapted from the LPKA Class I Palembang filial e-school. The method used in this study was UEQ which was introduced by (Schrepp, 2018). The results of UEQ measurements on parent-school students show that: a). web e-school SDN 25 Palembang, on the scale of attractiveness, clarity, and accuracy are categorized as "above average" while the scale of efficiency, stimulation, and novelty are categorized as "good". b). web e-school SMPN 22 Palembang, on the scale of attractiveness, clarity, and efficiency are categorized as "above average" while the scale of accuracy and stimulation are categorized as "good". For novelty scale in the "Excellent" category. c). Web e-school of SMAN 11 Palembang, on a scale of attractiveness, efficiency, stimulation, and novelty is categorized as "good" while clarity and accuracy are categorized as "above average". For novelty scale in the "Excellent" category. Meanwhile, what parent-school teachers feel about the e-school web, on a scale of attractiveness, clarity, efficiency, accuracy, and novelty are categorized as "above average". Meanwhile, the other scale, stimulation, is categorized as "below average". So in other words, the web-adapted e-school from the LPKA Class I Palembang filial e-school as a whole has been able to support Blended-Learning learning during the Covid-19 Pandemic, although improvements still need to be made.


Sign in / Sign up

Export Citation Format

Share Document