friedman's test
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2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Harlinah Sahib ◽  
Waode Hanafiah ◽  
Muhammad Aswad ◽  
Abdul Hakim Yassi ◽  
Farzad Mashhadi

Code-switching, an alternation or mixing one language with another, has been an unmarked phenomenon for a multilingual society. In Indonesia, this phenomenon nowadays lives and thrives among the people. This study discusses the syntactic configuration of code-switching between Indonesian and English in terms of switched segments, points, and changing types. The study is descriptive qualitative in nature. The data comprise 25 recording hours of natural speech produced by 119 Indonesians in 4 types of interaction: seminars, meetings, TV dialogues, and chitchats conducted in six metropolitan cities—Jakarta, Bandung, Semarang, Yogyakarta, Surabaya, and Makassar. The sample drawn purposively comprises 550 switching discourses consisting of 666 switching corpora. It is found that nouns serving as subjects, predicators, objects of verbs, and prepositions to be the most dominant switched segments. A switch between Indonesian noun phrases and English noun phrases, Indonesian verbs or prepositions, and English objective noun phrases, Indonesian conjunctions, and English conjoined noun phrases or clauses is the most popular switched points, and intercausal switching including intraporal and interlexical switching is the most frequent switching type of code-switching between Indonesian and English. ANOVA Friedman’s test confirms that these patterns are the same among the four types of discourses, implying that such a syntactic configuration of Indonesia-English code-switching is universally applicable to any situation and type of interaction. In conclusion, the domination of nouns indicates that the syntactic configuration of Indonesian-English code-switching mainly occurs at minor constituents such as within a clause, phrase, and word boundaries. This demonstrates that code-switching between Indonesian and English is more likely to occur intrasentential rather than intersentential, which is the most popular anywhere in literature.


2021 ◽  
Vol 9 (D) ◽  
pp. 248-256
Author(s):  
Nermine Hassan ◽  
Alaa Diab ◽  
Geraldine Ahmed

AIM: To evaluate the effect of using combined calcium hydroxide/silver nanoparticles or silver nanoparticles (AgNPs) or calcium hydroxide (Ca(OH)2) individually as intracanal medications in reducing postoperative pain and intracanal bacterial count. MATERIALS AND METHODS: Thirty patients with necrotic mandibular anterior teeth were randomly divided into 3 groups; Ca(OH)2 + AgNPs or AgNPs gel (Intervention Groups) or Ca(OH)2 (Control Group). Patients received a standard 2-visit endodontic treatment and recorded their pain levels after 4, 24, 48, 72 and 96 hours following the first and second visit on a modified visual analogue scale (VAS). Intracanal bacterial counts were assessed using culturing before and after instrumentation and intracanal medication. Outcome data were statistically analyzed using Kruskal-Wallis and Fisher’s Exact tests to compare between the groups and Friedman’s test to assess the changes by time. RESULTS: At 24 hours interappointment the incidence of pain was statistically significant (P = .005) as well as at 48 hours (P = .001). There was a statistically significant difference between the mean percentage reduction of anaerobic bacterial counts in the three groups with the highest percentage in the Ca(OH)2 + AgNPs group at 98.9% followed by AgNPs group 98.5% and Ca(OH)2 at 85.3% (P <0.001). CONCLUSIONS: Combined calcium hydroxide/silver nanoparticles reduced the intracanal bacterial counts significantly, but adversely affected the interappointment pain. Based on that finding, this combination should be tested in different concentrations with different ratios to reach the most effective combination that reduce pain with high antibacterial efficacy.


2021 ◽  
Vol 5 (3) ◽  

Aim: To evaluate the safety and efficacy of ToothWave™ a novel RF-utilizing toothbrush for inhibition and removal of calculus deposits. Methods: This was a single-blind, double arm prospective study. Subjects were randomized to one of two study groups, receiving either ToothWave™ or a control sonic vibrating toothbrush (Philips Sonicare 4100 Protective Clean), and performed twice-daily brushing during a test period of 12 weeks. Calculus was assessed at Baseline and again after 3, 6 and 12 weeks using the Volpe-Manhold Index (V-MI). Results were compared within each group between the different visits and between the groups; percent change from baseline was also compared between the groups. The differences between groups were compared using Mann Whitney non-parametric model. Differences within each group over time were compared using Friedman’s test followed by Dunn’s test. Results: A total of 87 subjects (42 in the test group and 45 in the control) completed the study, having fully evaluable data. At Baseline, the groups did not differ significantly in the efficacy measurement mean scores. While the control group exhibited a statistically significant increase in calculus levels (p≤0.001) the test group maintained the original baseline levels and exhibited a slight negative percent change in the VMI score as compared to baseline (not significant). Both toothbrushes were well-tolerated and no device related adverse events were reported during the study. Conclusions: The ToothWave™ RF-utilizing toothbrush demonstrated statistically significant calculus reductions when compared to a powered control toothbrush while maintaining the initial calculus levels and preventing the additional calculus accumulations.


Healthcare ◽  
2021 ◽  
Vol 9 (9) ◽  
pp. 1115
Author(s):  
Yogi Tri Prasetyo ◽  
Ratna Sari Dewi ◽  
Naiomi M. Balatbat ◽  
Michael Lancelot B. Antonio ◽  
Thanatorn Chuenyindee ◽  
...  

Icons have been widely utilized to describe and promote COVID-19 prevention measures. The purpose of this study was to analyze the preference and subjective design features of 133 existing icons associated with COVID-19 prevention measures published by the health and medical organizations of different countries. The 133 icons represent nineteen different function names, such as “Wash Hands” and “Wear Face Mask”. A total of 57 participants were recruited to perform two different tests: ranking test and subjective rating test. The ranking test was conducted to elicit the preference ranking of seven icon designs representing each function name. It was followed by a subjective rating test using 13 semantic scales on the two most preferred icons to analyze their perceived quality. Spearmen correlation was applied to derive the possible correlations between users’ rankings and the semantic scales, and Friedman’s test was also performed to determine the true difference between ranking in terms of each semantic scale to provide a fully meaningful interpretation of the data. Generally, findings from the current study showed that the image presented in the icon is the key point that affects the icons’ perceived quality. Interestingly, Spearman’s correlation analysis between preference ranking and semantic scales showed that vague–clear, weak–strong, incompatible–compatible, and ineffective–effective were the four strongest semantic scales that highly correlated with the preference ranking. Considering the significant relationships between the semantic distances and the functions, images depicted in an icon should be realistic and as close as possible to its respected function to cater to users’ preferences. In addition, the results of Spearman’s correlation and Friedman’s test also inferred that compatibility and clarity of icon elements are the main factors determining a particular icon’s preferability. This study is the first comprehensive study to evaluate the icons associated with the COVID-19 prevention measures. The findings of this study can be utilized as the basis for redesigning icons, particularly for icons related to COVID-19 prevention measures. Furthermore, the approach can also be applied and extended for evaluating other medical icons.


Gerontology ◽  
2021 ◽  
pp. 1-9
Author(s):  
Frédéric Muhla ◽  
Karine Duclos ◽  
Fabien Clanché ◽  
Philippe Meyer ◽  
Séverine Maïaux ◽  
...  

<b><i>Background/Aims:</i></b> Falling among the elderly is a major public health issue, especially with the advancing age of the baby boomers. The fall risk assessment tests for many lack a context that would bring them closer to everyday life. Thus, immersive virtual reality, which makes it possible to simulate everyday situations, could make it possible to strengthen the quality of the assessment of the risk of falls. However, it is necessary to understand how the use of a virtual reality device influences the motor control of elderly participants. If vestibular physiotherapists use VR to virtualize their tools, what impact would a visual simulation of movement have on motor control in a locomotor task, if this simulation were plausible? <b><i>Methods:</i></b> Sixty-two elders (70.8 ± 6.7 years old) completed a Timed Up and Go task under 3 conditions: real, virtual reality, and virtual reality with visual and sound movement information. The virtual reality task takes place in a train either stationary at a station or in uniform linear motion. The time and number of steps were recorded using video, and comparisons between conditions were made using Friedman’s test. <b><i>Results:</i></b> The results show a significant increase in the time and number of steps in “virtual reality” condition compared to the “real” condition. They do not show significant differences between the 2 virtual conditions. <b><i>Conclusion:</i></b> The use of a running virtual train to provide plausible movement is particularly distinguished from vestibular physiotherapy applications with first a fixed visual support partially obscuring the optical flow. This visual aid coupled with the attention dedicated to the task inhibits the effect of the moving environment on locomotion. However, the visual optical flow will potentially have an effect in people with fear of falling. Virtual reality shows great potential for the simulation of realistic environments for the assessment of the risk of falls and opens up avenues for the development of tests.


2021 ◽  
Vol 5 ◽  
Author(s):  
Alena Kusá ◽  
Marianna Urmínová ◽  
Tamás Darázs ◽  
Jarmila Šalgovičová

Marketing communication concerning the consumer in the retail food market is currently undergoing significant changes, based on a shift from the passive supply to manage the consumer, toward an effort to understand his needs. The changes in communication are influenced by the technological revolution, which has also significantly affected retail and consumer shopping behavior, resulting in the modern changes in how to approach customers nowadays. Marketing communication must respond to changes in purchasing behavior with the greatest possible flexibility and ability to follow current trends. The presented research will aim to present the importance of the topic and emphasize its topicality by defining specific forms of communication causing an increase in consumer interest in local and sustainable food. Part of the aim of the presented work will be a general proposal for applying specific forms of marketing communication, increasing the interest of consumers in local foods characterized by the attribute of sustainability. The theoretical basis of the work presents current knowledge focused on marketing communication about sustainability in the food chain and consumers' relationship to local and sustainable food, which builds the communication. The work is based on collecting primary data and their subsequent management by mathematical and statistical methods. Friedman's test as a method used for data processing allows us to reveal differences in consumer preferences between various forms of standardized marketing communication to increase local, sustainable foods to engage the consumer. Independently of the Friedman test, the Chi-square test allows us to find races among the individuals corresponding to the respondents. The research results reveal that the differences between the various forms of standardized marketing communication bring a new perspective on the role of communication with the consumer. The results also reveal the role of a specific label expressing the sustainability of local foods. The benefit of our work is to set recommendations for producers and distributors of local and sustainable foods in the field of marketing communication.


2021 ◽  
Author(s):  
Marcelo Lupion Poleti ◽  
Danielle Gregório ◽  
Alisson Gabriel Idelfonso Bistaffa ◽  
Fabiano Vieira Vilhena ◽  
Andréa Name Colado Simão ◽  
...  

Abstract Background: The aim of this study was to evaluate the effects of the toothbrushing with a dentifrice containing antimicrobial phthalocyanine derivative (APD) for the intraoral reduction of viral load of SARS-CoV-2.Material and methods: Twenty COVID-19 positive dentate patients were selected and toothbrushes with a dentifrice containing APD for 2 minutes. Self-collected samples of unstimulated saliva were carried out three times: T0 (baseline, before toothbrushing), T5 (5 minutes after toothbrushing), and T30 (30 minutes after toothbrushing). The analysis of RNA viral was performed by RT-PCR using TaqPath™ COVID-19 multiplex Real-Time RT-PCR test for detection of three viral genes (ORF1ab, N and S genes). Evaluation of the effects was based on difference in cycle threshold (Ct) value. Friedman's test and pairwise comparison with Bonferroni corrections were used, with a significance level of 5%. Results: The Ct values were significantly higher (p=0.020) at T30 in comparison to T0 and T5. The greatest difference in the Ct values was between T30 and T0 (3.83). Conclusion: This pilot study suggests that oral hygiene action associated with an antimicrobial chemical dentifrice may be an important tool for SARS-CoV2 viral load reduction in oral cavity.


Author(s):  
Laura Beatriz Faleiro Diniz ◽  
Sarah da Glória Teles Bredt ◽  
Gibson Moreira Praça

The study compared the tactical behaviour and skill efficacy of young novice basketball players during small-sided games (SSGs) in situations of numerical equality (3vs.3), numerical superiority (3vs.2), and a non-scorer floater (3vs.3 + 1). A total of forty-five schoolchildren (11.55 ± 0.49 years) from both sexes with no previous experience in basketball participated in ten four-minute SSGs of each format for four 1-h sessions. The Game Performance Assessment Instrument was used to analyse tactical behaviour and skill efficacy. Friedman’s test, Dunn’s post hoc test, and r effect size were used to compare the variables between SSGs. Pass inefficacy (3vs.3 > 3vs.2; p = 0.004; large effect), rebound efficacy (3vs.2 > 3vs.3 + 1 and 3vs.3; p = 0.002; large effect), support (3vs.3 > 3vs.3 + 1 e 3vs.2; p = 0.002; medium effect), and guard/mark (3vs.2 > 3vs.3 and 3vs.3 + 1; p = 0.001; medium effect) showed significant differences between SSGs. The results support the hypothesis that an unbalanced SSG is less complex than an SSG with numerical equality, as the technical-tactical performance is higher in unbalanced SSGs.


2021 ◽  
Author(s):  
Shital Desai ◽  
Alethea Blackler ◽  
Vesna Popovic

Tangible physical systems are more intuitive than Intangible virtual Systems. Mixed reality systems are considered as an alternative to virtual systems, bringing advantages of tangible systems into an interaction. However, past research has mainly focussed on technical aspects of incorporating pervasive-ness and immersive-ness in the virtual systems. This paper reports on an empirical study of intuitive Interaction in a Mixed Reality game system for children and the design aspects that could facilitate intuitive Interaction in such systems. A related samples Friedman’s test showed that the Mixed Reality game system demonstrated more intuitive interactions than non‐intuitive Interactions. A linear regression analysis further established that the variation in intuitive Interaction in the Mixed Reality system could be statistically significantly explained primarily by physical affordances offered by the Mixed Reality system and to a lesser extent by the perceived affordances in the system. Design guidelines to develop intuitive Mixed Reality systems are discussed. These guidelines should allow designers to exploit the wonders of advances in technology and at the same time allow users to directly interact with the physical real world. This will allow users to access maximal physical affordances, which are primary contributors to intuitive interaction in Tangible and Mixed Reality systems. Keywords: Intuitive Interaction; Mixed Reality Systems; Tangibles; Child Computer Interaction


2021 ◽  
Author(s):  
Shital Desai ◽  
Alethea Blackler ◽  
Vesna Popovic

Tangible physical systems are more intuitive than Intangible virtual Systems. Mixed reality systems are considered as an alternative to virtual systems, bringing advantages of tangible systems into an interaction. However, past research has mainly focussed on technical aspects of incorporating pervasive-ness and immersive-ness in the virtual systems. This paper reports on an empirical study of intuitive Interaction in a Mixed Reality game system for children and the design aspects that could facilitate intuitive Interaction in such systems. A related samples Friedman’s test showed that the Mixed Reality game system demonstrated more intuitive interactions than non‐intuitive Interactions. A linear regression analysis further established that the variation in intuitive Interaction in the Mixed Reality system could be statistically significantly explained primarily by physical affordances offered by the Mixed Reality system and to a lesser extent by the perceived affordances in the system. Design guidelines to develop intuitive Mixed Reality systems are discussed. These guidelines should allow designers to exploit the wonders of advances in technology and at the same time allow users to directly interact with the physical real world. This will allow users to access maximal physical affordances, which are primary contributors to intuitive interaction in Tangible and Mixed Reality systems. Keywords: Intuitive Interaction; Mixed Reality Systems; Tangibles; Child Computer Interaction


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