bluuebunny/crossref_metadata_2025_split huggingface dataset:
Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment
Authors: Jin Shan , Tan Zijian , Liu Taoran , Chan Sze Ngai , Sheng Jie , Wong Tak-hap , Huang Jian , Zhang Casper J P , Ming Wai-Kit 
Published: June 2022

Background
Virtual reality (VR) can be used to build many different scenes aimed at reducing study-related stress. However, only few academic experiments on university students for preference testing have been performed.

Objective
This study aims to assess the preference of VR games for stress and depression treatment using a discrete choice experiment (DCE).

Methods
A total of 5 different attributes were selected based on the depression therapy parameters and attributes related to VR: (1) treatment modality; (2) therapy duration; (3) perceived remission rate; (4) probability of adverse events; and the (5) monthly cost of adding treatment to a discrete choice experiment. By comparing different attributes and levels, we could draw some conclusions about the depression therapy testing preference for university students; 1 university student was responsible for VR scene development and 1 for participant recruitment.

Results
The utility value of different attributes for “0% Probability of adverse events” was higher than others (99.22), and the utility value of VR treatment as the most popular treatment method compared with counseling and medicine treatment was 80.95. Three parameter aspects (different treatments for depression) were statistically significant (P<.001), including “0%” and “50%” of “Probability of adverse events” and “¥500” (a currency exchange rate of ¥1 [Chinese yuan]=US $0.15 is applicable) of “The monthly cost of treatment.” Most individuals preferred 12 months as the therapy duration, and the odds ratio of “12 months” was 1.095 (95% CI 0.945-1.270) when compared with the reference level (6 months). Meanwhile, the cheapest price (¥500) of depression therapy was the optimum choice for most students.

Conclusions
People placed great preference on VR technology psychological intervention methods, which indicates that VR may have a potential market in the treatment of psychological problems. However, adverse events and treatment costs need to be considered. This study can be used to guide policies that are relevant to the development of the application of VR technology in the field of psychological pressure and depression treatment.
Influence of COVID-19 Protocols on the Efficiency of Trauma Theater: Retrospective Observational Study
Authors: Mohammed Faisal , Mohaddis Momin , Cheruvu Manikandar Srinivas , Morris Richard M , Naim Zahra , Khan Sarfraz , Mushtaq Muhammad Babar , Chandran Prakash 
Published: June 2022

Background
The COVID-19 pandemic has influenced health care delivery significantly. Numerous studies have highlighted that trauma theater efficiency has decreased during the COVID-19 pandemic; however, there is limited information as to exactly which stage of the patient theater journey is causing this decreased efficiency and whether efficiency can be improved. In the trauma theater of Warrington Hospital, United Kingdom, we have attempted to maintain trauma theater efficiency despite the requirement for increased infection control.

Objective
The aim of this study was to evaluate the effects of additional COVID-19 infection control protocols on trauma theater efficiency in our center, considering the length of time taken for specific theater events, and to find out whether our interventions were successful in maintaining theater efficiency.

Methods
We compared the efficiency of the trauma theater in a busy unit in December 2019 (pre–COVID-19) and December 2020 (with COVID-19 protocols in place). We collected time logs for different theater events for each patient in December of both years and compared the data.

Results
There was no significant difference in the average number of cases performed per session between the COVID-19 and pre–COVID-19 time periods (P=.17). Theater start time was significantly earlier during the COVID-19 period (P<.001). There was no significant difference between the two periods in transport time, check-in time, preprocedure time, anesthetic time, and the time between cases (P>.05). A significant difference was observed in the check-out time between the two groups in the two time periods, with checking out taking longer during the COVID-19 period (P<.001).

Conclusions
Our results show that our theater start times were earlier during the COVID-19 pandemic, and the overall theater efficiency was maintained despite the additional COVID-19 infection control protocols that were in place. These findings suggest that well-planned infection control protocols do not need to impede trauma theater efficiency in certain settings.
Social Media Users’ Perceptions of a Wearable Mixed Reality Headset During the COVID-19 Pandemic: Aspect-Based Sentiment Analysis
Authors: Jeong Heejin , Bayro Allison , Umesh Sai Patipati , Mamgain Kaushal , Lee Moontae 
Published: June 2022

Background
Mixed reality (MR) devices provide real-time environments for physical-digital interactions across many domains. Owing to the unprecedented COVID-19 pandemic, MR technologies have supported many new use cases in the health care industry, enabling social distancing practices to minimize the risk of contact and transmission. Despite their novelty and increasing popularity, public evaluations are sparse and often rely on social interactions among users, developers, researchers, and potential buyers.

Objective
The purpose of this study is to use aspect-based sentiment analysis to explore changes in sentiment during the onset of the COVID-19 pandemic as new use cases emerged in the health care industry; to characterize net insights for MR developers, researchers, and users; and to analyze the features of HoloLens 2 (Microsoft Corporation) that are helpful for certain fields and purposes.

Methods
To investigate the user sentiment, we collected 8492 tweets on a wearable MR headset, HoloLens 2, during the initial 10 months since its release in late 2019, coinciding with the onset of the pandemic. Human annotators rated the individual tweets as positive, negative, neutral, or inconclusive. Furthermore, by hiring an interannotator to ensure agreements between the annotators, we used various word vector representations to measure the impact of specific words on sentiment ratings. Following the sentiment classification for each tweet, we trained a model for sentiment analysis via supervised learning.

Results
The results of our sentiment analysis showed that the bag-of-words tokenizing method using a random forest supervised learning approach produced the highest accuracy of the test set at 81.29%. Furthermore, the results showed an apparent change in sentiment during the COVID-19 pandemic period. During the onset of the pandemic, consumer goods were severely affected, which aligns with a drop in both positive and negative sentiment. Following this, there is a sudden spike in positive sentiment, hypothesized to be caused by the new use cases of the device in health care education and training. This pandemic also aligns with drastic changes in the increased number of practical insights for MR developers, researchers, and users and positive net sentiments toward the HoloLens 2 characteristics.

Conclusions
Our approach suggests a simple yet effective way to survey public opinion about new hardware devices quickly. The findings of this study contribute to a holistic understanding of public perception and acceptance of MR technologies during the COVID-19 pandemic and highlight several new implementations of HoloLens 2 in health care. We hope that these findings will inspire new use cases and technological features.
Designing Virtual Reality–Based Conversational Agents to Train Clinicians in Verbal De-escalation Skills: Exploratory Usability Study
Authors: Moore Nathan , Ahmadpour Naseem , Brown Martin , Poronnik Philip , Davids Jennifer 
Published: June 2022

Background
Violence and aggression are significant workplace challenges faced by clinicians worldwide. Traditional methods of training consist of “on-the-job learning” and role-play simulations. Although both approaches can result in improved skill levels, they are not without limitation. Interactive simulations using virtual reality (VR) can complement traditional training processes as a cost-effective, engaging, easily accessible, and flexible training tool.

Objective
In this exploratory study, we aimed to determine the feasibility of and barriers to verbal engagement with a virtual agent in the context of the Code Black VR application. Code Black VR is a new interactive VR-based verbal de-escalation trainer that we developed based on the Clinical Training Through VR Design Framework.

Methods
In total, 28 participants with varying clinical expertise from 4 local hospitals enrolled in the Western Sydney Local Health District Clinical Initiative Nurse program and Transition to Emergency Nursing Programs and participated in 1 of 5 workshops. They completed multiple playthroughs of the Code Black VR verbal de-escalation trainer application and verbally interacted with a virtual agent. We documented observations and poststudy reflection notes. After the playthroughs, the users completed the System Usability Scale and provided written comments on their experience. A thematic analysis was conducted on the results. Data were also obtained through the application itself, which also recorded the total interactions and successfully completed interactions.

Results
The Code Black VR verbal de-escalation training application was well received. The findings reinforced the factors in the existing design framework and identified 3 new factors—motion sickness, perceived value, and privacy—to be considered for future application development.

Conclusions
Verbal interaction with a virtual agent is feasible for training staff in verbal de-escalation skills. It is an effective medium to supplement clinician training in verbal de-escalation skills. We provide broader design considerations to guide further developments in this area.
Scaling Up Citizen Workshops in Public Libraries to Disseminate and Discuss Primary Care Research Results: Quasi-Experimental Study
Authors: Massougbodji José , Zomahoun Hervé Tchala Vignon , Adisso Evehouenou Lionel , Sawadogo Jasmine , Borde Valérie , Cameron Cynthia , Moisan Hélène , Paquette Jean-Sébastien , Akbaraly Zamzam , Châteauneuf Lëa-Kim , David Geneviève ,   Bibliothèques2 Group, Légaré France 
Published: June 2022

Background
Little is known about engaging patients and stakeholders in the process of scaling up effective knowledge translation interventions targeting the public.

Objective
Using an integrated knowledge translation approach, we aimed to scale up and evaluate an effective pilot program to disseminate research results in public libraries.

Methods
We conducted a scaling-up study targeting the public. On the basis of our successful pilot project, we codeveloped and implemented a large-scale program of free citizen workshops in public libraries, in a close research partnership with stakeholders and patient representatives. Citizen workshops, each facilitated by 1 participating physician and 1 science communicator, consisted of a 45-minute computer-assisted presentation and a 45-minute open exchange. The intervention outcome was knowledge gained. The scale-up outcomes were satisfaction, appropriateness, coverage, and costs. An evaluation questionnaire was used to collect data of interest. Both quantitative and qualitative analyses were performed.

Results
The workshop theme chosen by the patient and stakeholder representatives was the high prevalence of medication overuse among people aged ≥65 years. From April to May 2019, 26 workshops were conducted in 25 public libraries reaching 362 people. The mean age of participants was 64.8 (SD 12.5) years. In total, 18 participating physicians and 6 science communicators facilitated the workshops. Participants reported significant knowledge gain (mean difference 2.1, 95% CI 2.0-2.2; P<.001). The median score for overall public satisfaction was 9 out of 10 (IQR 8-10). The public participants globally rated the workshops as having a high level of appropriateness. Coverage was 92% (25/27) of the total number of public libraries targeted. Costs were CAD $6051.84 (US $4519.69) for workshop design and CAD $22,935.41 (US $17,128.85) for scaling them up.

Conclusions
This project successfully established a large-scale and successful implementation science or knowledge translation bridge among researchers, clinicians, and citizens via public libraries. This study provides a model for a dissemination practice that benefits the public by both engaging them in the dissemination process and targeting them directly.
Parent Preferences for Peer Connection in eHealth Programs
Authors: Rioux Charlie , Konkin Avaline , MacKinnon Anna L , Cameron Emily E , Tomfohr-Madsen Lianne M , Watts Dana , Roos Leslie E 
Published: June 2022

Background
Social support and connection with other parents are important factors associated with parental mental health and parenting practices. These social connections can be integrated in parental eHealth programs through forums or group therapy sessions, but parental needs and preferences regarding these eHealth features are unknown.

Objective
This study aims to examine parents’ preferences for connecting with other parents in eHealth programs.

Methods
In total, 162 parents of 0-5–year-old children in the United States were recruited through Amazon Mechanical Turk (MTurk; mean age 32.7, range 22-61 years; 80.2% White; 59.9% men, 39.5% women, and 0.6% nonbinary; 93.8% biological parents). Participants filled out a one-time survey. Best practice recommendations for using MTurk were employed (through captcha verification and attention checks). Descriptive statistics were run in SPSS (version 27; IBM Corp) on MacOS.

Results
Parents were asked to rate how likely they would be to use a digital program with weekly opportunities to connect with other parents in the program (1=very unlikely to 5=very likely). Overall, 13.4% of parents indicated that they would be (very) unlikely to use a program with that feature and 59.8% of them indicated that they would be (very) likely to use it, with the remaining 27.8% of them being neutral. On being asked specifically about their preference, 85% of parents indicated that they would prefer connecting with other parents in the program, with 70% of those preferring to connect anonymously. On a forum, 67% of parents indicated that they would be comfortable connecting with all parents (as opposed to mothers or fathers only); regarding videoconferencing, that number was 61%.

Conclusions
Considering that studies have shown the positive impact of social support for parental mental health and parenting practices, integrating anonymous connection with other parents should be considered in developing parental eHealth programs and would be in line with the preferences of most parents.

Conflicts of Interest
None declared.
KEBIJAKAN PEMERINTAH DI MASA PANDEMI COVID-19 TERHADAP KEMASLAHATAN PERKEMBANGAN UMKM BANDA ACEH
Authors: Dian Fitri Cut , Desiana Rina , Laila Rahmatina Siti 
Published: June 2022

Government Policy in the Covid-19 Pandemic Period Agains the Benefits of MSME Development in Ie Masen Kayee Adang Village Banda Aceh enforced a system with theEnforcement of Community Activity Restrictions so as to reduce activities outside the home. This study aims to determine the impact of the Covid-19 pandemic on the development of MSMEs in Ie Masen Kayee Adang Village and government policies during the Covid-19 period for the benefit of MSME development in Ie Masen Kaye Adang Village. This study uses a qualitative descriptive approach by collecting data using the method of observation, documentation, and interview methods. The results of this study indicate that a number of parties related to the presence of the COVID-19 pandemic have had a major impact due to the policy of school and office holidays as well as social distancing. There has been a decline in the income of MSME actors by more than 50%.
Penyusunan Modul Kewirausahaan dan Ekonomi Kreatif Berfokus Profil Lulusan Sebagai Upaya Pemberdayaan Mahasiswa Pendidikan Musik
Authors: Sakti Reza Ginandha 
Published: June 2022

Kewirausahaan pada tahun 2021 menjadi mata kuliah yang wajib diselenggarakan oleh seluruh program studi di lingkungan Institut Seni Indonesia Yogyakarta untuk membekali dan memberdayakan mahasiswa setelah menyelesaikan Pendidikan. Mata kuliah kewirausahaan telah dilaksanakan sejak tahun 2019 di dengan nama Entrepreneurship di Program Studi Pendidikan Musik Fakultas Seni Pertunjukan ISI Yogyakarta. Profil lulusan di Program Studi Pendidikan Musik yang mencakup pengelola seni, konsultan, serta pendidik atau instruktur musik memiliki kaitan erat dengan ekonomi kreatif. Permasalahan yang terjadi adalah mahasiswa sangat minim pengetahuan tentang kewirausahaan dan industri kreatif bidang musik sesuai dengan profil lulusan. Untuk mengatasi hal tersebut, dirancanglah sebuah modul mata kuliah kewirausahaan berfokus ekonomi keatif yang sesuai dengan profil lulusan. Secara garis besar, modul berisi pemahaman tentang kewirausahaan, profil pengusaha, dan jenis kegiatan ekonomi industri kreatif bidang musik. Instrumen yang digunakan untuk mengumpulkan data dalam penelitian ini adalah lembar validitas dan lembar pertanyaan. Validator berasal dari kalangan praktisi, akademisi, dan ahli komunikasi. Berdasarkan hasil analisis data modul memiliki validasi tinggi dengan skor 93 yang berarti dapat digunakan tanpa revisi. Modul layak digunakan dan efektif untuk meningkatkan pengetahuan dan motivasi mahasiswa dalam bidang kewirausahaan dan industri kreatif bidang musik.
Transkripsi Musikal Pertunjukan Rapai Pasee Di Aceh Utara
Authors: Karina Angga Eka , Widyastutieningrum Sri Rochana , Hirza Herna 
Published: June 2022

Pertunjukan Rapai Pasee adalah musik perkusi yang menampilkan pertunjukan adu pola ritme oleh dua grup musik yang tampil bersamaan dalam satu panggung. Pola ritme yang dimainkan disebut dengan Lagu. Masing-masing Lagu memiliki susunan pola ritme yang berbeda satu sama lainnya. Hal ini menarik untuk dideskripsikan dalam bentuk transkripsi musikal. Teori merujuk pada Nettl dan Seeger (Chase & Nettl, 1965), (Charles Seeger, 2012) mengatakan bahwa transkripsi adalah proses menotasikan bunyi, mengalihkan bunyi menjadi simbol visual, atau kegiatan memvisualisasikan bunyi musik ke dalam bentuk notasi dengan cara menuliskannya ke atas kertas. Data penelitian didapatkan dengan mengamati kesenian Rapai Pasee yang dilakukan oleh Grup Putra Pasee dan Grup Raja Buah sebagai kelompok dengan persentase paling sering tampil dan juara pada kompetisi yang dilakukan di Aceh Utara. Data-data penelitian didapatkan melalui pengamatan, rekaman musik, diperkuat dengan wawancara dengan masyarakat yang terlibat dalam kesenian Rapai Pasee. Hasil yang diperoleh menjelaskan bahwa transkrispi musikal secara deskriptif terdiri dari Lagu Sa, Lagu Dua, Lagu Lhee, Lagu Limoeng, Lagu Tujoh, Lagu Sikureung dan Lagu Duablah secara detail menurut apa yang ditangkap oleh indera pendengaran peneliti dengan maksud untuk menyampaikan ciri-ciri dan detail-detail komposisi musik Rapai Pasee.
Aransemen Sholawat Syi’ir Tanpo Waton: Sebuah Proses Kreatif
Authors: Satria Eki 
Published: June 2022

Penulisan artikel ini berisikan dua pembahasan, yang pertama adalah deskripsi mengenai konsep penyusunan aransemen Sholawat Syi’ir Tanpo Waton, dan yang kedua adalah proses proses penyusunannya. Metode yang digunakan adalah kualitatif dengan pendekatan artistik berupa practice based research. Teknik pengumpulan data dilakukan dengan cara studi pustaka, observasi, wawancara, proses aransemen. Teknik analisis data menggunakan reduksi data, display data dan verifikasi. Hasil pembahasan berupa tahapan-tahapan dari dua proses pokok dalam aransemen yaitu: 1) Konsep aransmen Syi’ir Tanpo Waton yang berisikan tahapan penetapan bentuk musik, pemilihan bait syair, instrumentasi, konsep melodi dan konsep harmoni; 2) Proses penyusunan aransemen Sholawat Syi’ir Tanpo Waton yang berisikan tahapan dalam penyusunan Intro/bagian A, transisi, bagian B, episode, bagian B’ dan codetta.
El ejército de Estrada. Disección de una rebelión frustrada en la frontera norte, 1926-1927
Authors: Grijalva Dávila Miguel Ángel 
Published: June 2022

Esta es la historia del ejército de Enrique Estrada, un cuerpo de exiliados rebeldes con base en California, quienes pretendieron cruzar a México y derrocar a la presidencia de Plutarco Elías Calles en agosto de 1926. Fueron detenidos por las autoridades estadunidenses cuando se dirigían a cruzar la frontera, arrestados y enjuiciados. El objetivo, a grandes rasgos, es conocer las circunstancias en las que los exiliados de la revolución organizaban incursiones armadas desde E.U., cómo eran las relaciones gubernamentales para evitar esas incursiones y cómo se componía el grupo de Estrada. Para este objetivo, se dio prioridad a la documentación depositada en los National Archives of Record Administration (NARA), en el estado de Maryland, donde hay documentos sobre la investigación y juicio del grupo armado sobre el que nos enfocamos. Cabe señalar, es documentación poco explorada por la historiografía mexicana. Los aportes más significativos es el uso de dichas fuentes, así como la desvelación de los obstáculos, retos y complicaciones que tenían los exiliados al planear una rebelión desde E.U., algo que se repitió en muchos casos durante la revolución, pero se ha investigado poco. Por último, el texto propone que las relaciones entre agencias de ambos gobiernos, de seguridad e inteligencia en este caso, tenían una relación autónoma e independiente de la relación entre cancillerías.
Comparison of Changes in Electricity Consumption Distribution in Day and Night Scale Caused by Nord Pool Spot Prices Volatility
Authors: Lill Heiki , Pihlap Heino 
Published: June 2022

Abstract
Under free market conditions, there should be a correlation between price and demand. In the electricity market, it is not possible to shift all consumption to hours that are more favourable. Therefore, free market rules do not fully apply to the electricity exchange market. Household consumers have a better ability to shift their energy consumption. At the same time, a large number of household consumers have fixed-price contracts and are therefore not affected by the sharp price changes, so it can be said that they do not actively participate in the stock market. They do not need to shift their electricity consumption. High-consumption industrial companies have very low possibilities at all to react to the stock market changes. The aim of this study is to find out how much electricity consumption has been able to shift in a situation where electricity prices in Estonian were extremely high and volatile. Electricity prices are usually lower at night-time, so it can be assumed that consumption will be shifted to night-time if possible. Examining the change in the distribution of night- and daytime electrical consumption over the years, it is possible to analyse the effect of energy prices on consumer behaviour during periods of high volatility.