familiarization period
Recently Published Documents


TOTAL DOCUMENTS

20
(FIVE YEARS 8)

H-INDEX

4
(FIVE YEARS 1)

2021 ◽  
pp. 20-23
Author(s):  
Oksana KYRYLENKO ◽  
Vitalii BOROVYK

In modern conditions, as development and reform of economic and socio-labor spheres, continuous technical progress and inconstant world environment, staffing requirements are constantly growing. Today, important issues for the system of employment and adaptation are their improvement with the help of modern personnel technologies, which would take into account external and internal factors, strategic orientation, could adapt to the natural response to excessive market spontaneity. Staff adaptation is the fundamental basis of any organization and further work with the employee. The adaptation measures in a complex way, are playing the role of basis for adaptation programs. That program, in turn, describes the tasks, main goals, deadlines and identifies the employees responsible for the adaptation; establishes a sequence of actions to achieve the set goals and indicates what knowledge, skills, competencies and skills a new employee should have and what results he or she should show after the end of the adaptation period. From the organizational point of view, there are several periods of adaptation. First, this is a familiarization period lasting one month. The second period is an evaluation one. In the third period, there is a gradual integration into the organization. In the article there is identifying of most common features of personnel adaptation system regardless the industry and organization in which that system operates. The goals of personnel adaptation in organization are defined. In today's labor market, the question of not only the formation of the ideal staff in the organization, but also the retention of valuable staff – this is the task can be performed by an effective system of staff adaptation.


PLoS ONE ◽  
2021 ◽  
Vol 16 (7) ◽  
pp. e0254570
Author(s):  
Shota Shimoda ◽  
Takaaki Ozawa ◽  
Yukio Ichitani ◽  
Kazuo Yamada

Spontaneous recognition tests, which utilize rodents’ innate tendency to explore novelty, can evaluate not only simple non-associative recognition memory but also more complex associative memory in animals. In the present study, we investigated whether the length of the object familiarization period (sample phase) improved subsequent novelty discrimination in the spontaneous object, place, and object-place-context (OPC) recognition tests in rats. In the OPC recognition test, rats showed a significant novelty preference only when the familiarization period was 30 min but not when it was 5 min or 15 min. In addition, repeated 30-min familiarization periods extended the significant novelty preference to 72 hours. However, the rats exhibited a successful discrimination between the stayed and replaced objects under 15 min and 30 min familiarization period conditions in the place recognition test and between the novel and familiar objects under all conditions of 5, 15 and 30 min in the object recognition test. Our results suggest that the extension of the familiarization period improves performance in the spontaneous recognition paradigms, and a longer familiarization period is necessary for long-term associative recognition memory than for non-associative memory.


2021 ◽  
Author(s):  
Sidney Grosprêtre ◽  
Gael Ennequin ◽  
Sophie Peseux ◽  
Laurie Isacco

Abstract Background: Sedentary lifestyles are a plague of today's society in terms of physical, psychosocial and cognitive health. Students are particularly at risk because they spend most of their daily time sitting and inactive. The current pedagogical model must be rethought in order to promote their health, well-being and therefore their success. The objective of this project was to equip one classroom of the sport university with various active workstations (steppers, pedalboards, cycling desk, Swiss-ball, etc...) and to evaluate the feasibility and the influence of this type of material on cognitive and psychological factors of the students and to collect the feedback of lecturers during this experience. The global adherence to such material among students and lecturers also need to be assessed before generalizing the use of such material, which represent a certain cost for institutions. Methods: A total of 663 students and 14 lecturers took part in a survey that aims at evaluating various aspects of lecture’s quality after their first experience in the classroom. Results: The majority of students and lecturers reported positive effects of such material, by a reduction in fatigue, distraction and boredom. The most plebiscited materials were the cycling-desks and the swiss balls. Finally, 89.4 % of students were in favor of using active material in future lectures if they had the possibility to, as well as 71% of lecturers, demonstrating the global acceptance of such material. Conclusion: The present study brings promising results toward a more general implementation of such material in universities. Once a familiarization period is observed, such material in classroom could help prevent the deleterious effect of sedentary behavior as well as promoting a more active dailylife for the future workers represented by students.


Healthcare ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. 179
Author(s):  
Nicolas Amiez ◽  
Carole Cometti ◽  
Éric Mouillon ◽  
Marie José Teisseire ◽  
Pascal Chenut ◽  
...  

The risk of falling increases with age. Individuals wearing unadapted shoes present an aggravating risk factor. The objective of this study was to determine the effectiveness of specifically designed balance shoes on balance and postural stability in healthy elderly people compared to that of their usual shoes. In total, 21 healthy individuals aged 65–84 years (76.0 ± 8.0 years) performed balance tests (bipedal with open or closed eyes, unipedal with open eyes, limits of stability, and step cadence) while wearing their (i) personal shoes or (ii) balance shoes (Axis Comfort Development©). Three test sessions were conducted with personal and balance shoes. The first served as the baseline, and the other two were performed after a familiarization period of several days with the personal or balance shoes. The perception of balance shoe efficiency was documented using a questionnaire. The balance shoes significantly improved bipedal balance with closed eyes. Moreover, the familiarization period significantly improved unipedal balance with open eyes. Most subjects felt safer and stabler using balance shoes. The investigated specifically designed balance shoes were effective in elderly individuals in improving postural balance compared to personal shoes. The balance shoes could, therefore, reduce the falling risk in healthy elderly people.


2020 ◽  
Vol 15 (7) ◽  
pp. 976-981 ◽  
Author(s):  
Kevin L. de Keijzer ◽  
Stuart A. McErlain-Naylor ◽  
Antonio Dello Iacono ◽  
Marco Beato

Purpose: To investigate the postactivation potentiation (PAP) effects of different eccentric overload (EOL) exercise volumes on countermovement-jump (CMJ) and standing-long-jump (LJ) performance. Methods: In total, 13 male university soccer players participated in a crossover design study following a familiarization period. Control (no PAP) CMJ and LJ performances were recorded, and 3 experimental protocols were performed in a randomized order: 1, 2, or 3 sets of 6 repetitions of flywheel EOL half-squats (inertia = 0.029 kg·m2). Performance of CMJ and LJ was measured 3 and 6 minutes after all experimental conditions. The time course and magnitude of the PAP were compared between conditions. Results: Meaningful positive PAP effects were reported for CMJ after 2 (Bayes factor [BF10] = 3.15, moderate) and 3 (BF10 = 3.25, moderate) sets but not after 1 set (BF10 = 2.10, anecdotal). Meaningful positive PAP effects were reported for LJ after 2 (BF10 = 3.05, moderate) and 3 (BF10 = 3.44, moderate) sets but not after 1 set (BF10 = 0.53, anecdotal). The 2- and 3-set protocols resulted in meaningful positive PAP effects on both CMJ and LJ after 6 minutes but not after 3 minutes. Conclusion: This study reported beneficial effects of multiset EOL exercise over a single set. A minimum of 2 sets of flywheel EOL half-squats are required to induce PAP effects on CMJ and LJ performance of male university soccer players. Rest intervals of around 6 minutes (>3 min) are required to maximize the PAP effects via multiple sets of EOL exercise. However, further research is needed to clarify the optimal EOL protocol configurations for PAP response.


Nutrients ◽  
2020 ◽  
Vol 12 (8) ◽  
pp. 2217 ◽  
Author(s):  
Alexandra Meynier ◽  
Aurélie Chanson-Rollé ◽  
Elisabeth Riou

Despite their recognized health benefits, intakes of whole grains (WG) are below recommended levels in almost all countries worldwide. This observation highlights the need to increase WG consumption by understanding factors influencing this consumption and how they could be favorably impacted. This review focused on facilitators of and barriers to WG consumption and how to improve the effectiveness of programs aiming at increasing WG consumption. The main methods to facilitate WG intakes in both adults and children seem to be to (i) increase the availability and the variety of foods containing WG, (ii) improve their sensory appeal, (iii) reduce their purchase cost, (iv) use a familiarization period to introduce them to consumers (with a gradual increase in consumed amounts and repeated exposure), and (v) improve communication and labeling to enhance consumers’ ability to identify products with WG. These strategies may be used to improve the effectiveness of programs aiming at promoting WG consumption, with a further emphasis on the need to apply them over a long period of time, and potentially to include tasting sessions of new foods containing WG. Finally, these strategies should involve broad partnerships between multiple stakeholders at the regulatory, institutional and industrial levels.


2019 ◽  
Author(s):  
Shota Shimoda ◽  
Takaaki Ozawa ◽  
Yukio Ichitani ◽  
Kazuo Yamada

AbstractSpontaneous recognition tests, which utilize rodents’ innate tendency to explore novelty, can evaluate not only simple non-associative recognition memory but also more complex associative memory in animals. In the present study, we investigated whether the length of the object familiarization period (sample phase) improved subsequent novelty discrimination in the spontaneous object, place, and object-place-context (OPC) recognition tests in rats. In the OPC test, rats showed a significant novelty preference only when the familiarization period was 30 min but not when it was 5 min or 15 min. However, the rats exhibited a successful discrimination between the stayed and replaced objects under 15 min and 30 min familiarization period conditions in the place recognition test and between the novel and familiar objects under all conditions of 5, 15 and 30 min in the object recognition test. Our results suggest that the extension of the familiarization period improves performance in the spontaneous recognition paradigms, and a longer familiarization period is necessary for long-term associative recognition memory than for non-associative memory.


2019 ◽  
Vol 28 (1) ◽  
pp. 67-71 ◽  
Author(s):  
Samantha J. Wilson ◽  
Bryan Christensen ◽  
Kara Gange ◽  
Christopher Todden ◽  
Harlene Hatterman-Valenti ◽  
...  

Context: Chronic plantarflexor (PF) stretching during ankle immobilization helps preserve calf girth, plantarflexion peak torque, and ankle dorsiflexion (DF) motion. Immobilization can lead to decreases in muscle peak torque, muscle size, and joint range of motion (ROM). Recurrent static stretching during a period of immobilization may reduce the extent of these losses. Objective: To investigate the effects of chronic static stretching on PF peak torque, calf girth, and DF ROM after 2 weeks of ankle immobilization. Design: Randomized controlled clinical trial. Setting: Athletic training facility. Participants: A total of 36 healthy college-aged (19.81 [2.48]) females. Interventions: Subjects were randomly assigned to one of 3 groups: control group, immobilized group (IM), and immobilized plus stretching (IM+S) group. Each group participated in a familiarization period, a pretest, and, 2 weeks later, a posttest. The IM group and IM+S group wore the Aircast Foam Pneumatic Walker for 2 weeks on the left leg. During this time, the IM+S group participated in a stretching program, which consisted of two 10-minute stretching procedures each day for the 14 days. Main Outcome Measures: One-way analysis of variance was used to determine differences in the change of ankle girth, PF peak torque, and DF ROM between groups with an α level of <.05. Results: A significant difference was noted between groups in girth (F2,31 = 5.64, P = .01), DF ROM (F2,31 = 26.13, P < .001), and PF peak torque (F2,31 = 7.74, P = .002). Post hoc testing also showed a significance difference between change in calf girth of the control group compared with the IM group (P = .01) and a significant difference in change of peak torque in the IM+S group and the IM group (P = .001). Also, a significant difference was shown in DF ROM between the control group and IM+S group (P = .01), the control group and the IM group (P < .001), and the IM+S group and the IM group (P < .001). Conclusion: Chronic static stretching during 2 weeks of immobilization may decrease the loss of calf girth, ankle PF peak torque, and ankle DF ROM.


2018 ◽  
Author(s):  
Laurie A Malone ◽  
Mohanraj Thirumalai ◽  
Sangeetha Padalabalanarayanan ◽  
Whitney N Neal ◽  
Sean Bowman ◽  
...  

BACKGROUND Individuals with physical disabilities have fewer opportunities to participate in enjoyable physical activity. One option for increasing physical activity is playing active video games (AVGs); however, many AVGs are inaccessible or offer limited play options. OBJECTIVE This study aimed to examine energy expenditure and enjoyment in adults with mobility impairment during AVG play using off-the-shelf (OTS) and adapted versions of the Wii Fit balance board (Nintendo). METHODS During visit 1, participants completed a functional assessment and the familiarization period. During visit 2, metabolic data were collected during a 20-minute baseline and four 10-minute bouts of Wii Fit Plus game play, with two bouts on each of the boards. During the resting period, participants completed the Physical Activity Enjoyment Scale (PACES). Statistical analyses were computed using SPSS software. Data were analyzed separately for individuals who were able to play while standing on both boards (StdStd); those who could not play while standing on the OTS board, but were able to play while standing on the adapted board (aStd); and those who could only play while sitting on the adapted board (aSit). RESULTS Data were collected for 58 participants (StdStd, n=17; aStd, n=10; aSit, n=31). The sample included 31 men and 27 women with a mean age of 41.21 (SD 12.70) years. Energy expenditure (metabolic equivalent [MET]) during game play was significantly greater than that during rest for all players. Only 17 participants (StdStd group) were able to play using the OTS board. During game play on the adapted board, the average MET values for the two game sets were 2.261 (SD 0.718) kcal/kg/hour and 2.233 (SD 0.751) kcal/kg/hour for the aSit group, 3.151 (SD 1.034) and 2.990 (SD 1.121) for the aStd group, and 2.732 (SD 0.655) and 2.777 (SD 0.803) for the StdStd group. For game play on the adapted board, self-reported ratings of perceived exertion on a 0-10 scale suggested greater exercise intensity levels, with median scores ranging from moderate (3) to very hard (7). The PACES scores indicated that all players enjoyed using the adapted board, with a median score of 4 on a 5-point scale. CONCLUSIONS The adapted Wii Fit balance board provided an opportunity for individuals with mobility impairments, including wheelchair users, to engage in AVG. All participants were able to utilize the adapted controller and enjoyed the AVG activity. Although the average MET values achieved during AVG represented light-intensity exercise (<3 METs), 16% of sitting participants and 41% of standing participants achieved moderate-intensity exercise (3-6 METs) in at least one of the games. Factors not accounted for, which may have influenced the intensity of exercise, include game selection, limited familiarization period, and discomfort wearing the COSMED portable metabolic system for measurement of oxygen consumption. Accessible AVG controllers offer an innovative approach to overcome various barriers to participation in physical activity. The next steps include assessment of an AVG intervention using an adapted board gaming controller on health and fitness outcomes. CLINICALTRIAL ClinicalTrials.gov NCT02994199; https://clinicaltrials.gov/ct2/show/NCT02994199 (Archived by Webcite at http://www.webcitation.org/75fc0mN39).


2018 ◽  
Vol 5 (1) ◽  
pp. e16 ◽  
Author(s):  
Rebecca Grist ◽  
Joanna Porter ◽  
Paul Stallard

Background Self-harm is common among adolescents and is associated with a number of negative psychosocial outcomes including a higher risk of suicide. Recent reviews highlight the lack of research into specific interventions for children and young people who self-harm. Developing innovative interventions that are coproduced with individuals with lived experience and that reduce self-harm are key challenges for self-harm prevention. Objective The aim of this study was to explore the acceptability, use, and safety of BlueIce, a mobile phone app for young people who self-harm and who are attending child and adolescent mental health services (CAMHS). Methods This study is part of a mixed methods phase 1 trial of BlueIce. Young people aged 12-17 years attending specialist CAMHS were recruited. Clinicians were invited to refer young people who were self-harming or who had a history of self-harm. On consent being obtained and baseline measures taken, participants used BlueIce as an adjunct to usual care for an initial familiarization period of 2 weeks. If after this time they wanted to continue, they used BlueIce for a further 10 weeks. Semistructured interviews were conducted at postfamiliarization (2 weeks after using BlueIce) and postuse (12 weeks after using BlueIce) to assess the acceptability, use, and safety of BlueIce. We undertook a qualitative analysis using a deductive approach, and then an inductive approach, to investigate common themes. Results Postfamiliarization interviews were conducted with 40 participants. Of these, 37 participants elected to use BlueIce, with postuse interviews being conducted with 33 participants. Following 6 key themes emerged from the data: (1) appraisal of BlueIce, (2) usability of BlueIce, (3) safety, (4) benefits of BlueIce, (5) agency and control, and (6) BlueIce less helpful. The participants reported that BlueIce was accessible, easy to use, and convenient. Many highlighted the mood diary and mood lifter sections as particularly helpful in offering a way to track their moods and offering new strategies to manage their thoughts to self-harm. No adverse effects were reported. For those who did not find BlueIce helpful, issues around motivation to stop self-harming impeded their ability to use the app. Conclusions BlueIce was judged to be a helpful and safe way of supporting adolescents to manage thoughts of self-harming. Adolescents reported numerous benefits of using BlueIce, and all would recommend the app to other young people who were struggling with self-harm. These preliminary findings are encouraging and provide initial support for the acceptability of BlueIce as a self-help intervention used in conjunction with the traditional face-to-face therapy.


Sign in / Sign up

Export Citation Format

Share Document