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针对X线检查大型医疗设备整机价格昂贵、维保费用高、生命周期短、场地要求严苛等问题,研究一种能够应用于教学示教及技能培训、故障演练测试的教学器具,结合旋转阳极电路的基本功能要素,涵盖高压启动、低压维持、延时保护、运转检测等基本流程,结果表明,该装置能够准确地演练实际工作环境,起到培育医疗设备维修人员检修旋转阳极时所需要的实际技能的作用,降低了实际教学成本,满足了工位数需求,增加了实践动手训练机会,提升了技能培训效果。  相似文献   
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This article assesses the utility of the Index of Problematic Online Experiences (I-POE) in a national sample of adolescents in the United States. The study was based on a cross-sectional national telephone survey of 1560 Internet users, ages 10 through 17. Data were collected between August, 2010 and January, 2011. The I-POE is an 18-item binary response index which can be used to assess problematic internet use across multiple behaviors and activities. Exploratory and confirmatory factor analysis supported a revised index with two factors: a 9-item “excessive use” scale and a 9-item “online social and communication problems” scale among this population. The I-POE showed favorable psychometric properties including adequate internal consistency for the overall scale and for the two subscales. Scores correlate with offline emotional and behavioral difficulties and the I-POE could have value for use as a part of broad mental health assessment procedures in clinical or school settings.  相似文献   
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The purpose of this study was to compare the performance of four power wheelchairs when used by children to perform a variety of indoor activities. Eight boys and eight girls performed a series of 11 functional tasks when positioned in each of four different power wheelchairs reflecting different design classes. There were no significant differences for many of the dependent variables. However, the Everaid Turbo was significantly better for functional positioning at a standard kitchen table and at school desks and for accessing objects at different heights. By contrast the Invacare Jaguar was better for straight-line driving speed. Other findings include children's subjective impressions of the four power wheelchairs.  相似文献   
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The emerging era of “evidence-based practice” emphasizes that human service agencies need to find effective and efficient means of training staff and implementing systems change based on scientific evidence. Additional advancements in technology use across populations and settings within the field have also served as a catalyst for the development of contemporary staff training techniques. Therefore, the purpose of the current study was to train management-level staff employed at an agency for individuals diagnosed with autism spectrum disorders to collect agency-wide data using personal digital assistant (PDA) data collection systems.  相似文献   
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BackgroundCareToy is an intelligent system, inspired by baby gyms, aimed to provide an intensive, individualized, home-based and family-centred early intervention (EI) program.AimsA pilot study was carried out to explore the feasibility of CareToy intervention in preterm infants, aged 3–9 months of corrected age.MethodsTwenty low-risk preterm infants, without brain lesion or other clinical complications (14 allocated to CareToy intervention and 6 to Standard Care) were recruited. The Infant Motor Profile (IMP) was predefined as the primary outcome measure and Alberta Infant Motor Scale and Teller Acuity Cards as secondary measures. Moreover, 202 pre-programmed training scenarios were developed and instructions for the management of CareToy intervention were defined as general guidelines.Outcomes and resultsAll infants received 4 weeks of their allocated intervention and were evaluated with the selected tests before and immediately after the 4 weeks. The mean difference changes in IMP total score and Teller Acuity Cards over the intervention period were higher in the CareToy group than in the Standard Care group.Conclusions and implicationsCareToy seems a feasible device for providing EI. An adequately powered randomized clinical trial is warranted.  相似文献   
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The present study investigated adolescent video-game use prior to bedtime and subsequent sleep, working memory and sustained attention performance. Participants were 21 healthy, good-sleeping adolescents (16 male) aged between 15 and 20 years (M = 17.6 years, SD = 1.8). Time spent video-gaming and subsequent sleep was measured across one night in the sleep laboratory. There were significant correlations between time spent video-gaming and sleep and between video-gaming and sustained attention, but not working memory. Sleep duration, in turn, had a significant negative association with sustained attention performance. Mediation analyses revealed that the relationship between video-gaming and sustained attention was fully mediated by sleep duration. These results indicate that video-gaming affected the ability to sustain attention only in as much as it affected sleep. In order to minimise negative consequences of video-game playing, video-games should be used in moderation, avoiding use close to the sleep period, to obviate detriments to sleep and performance.  相似文献   
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