Although 1% atropine effectively slows myopia progression, it is associated with adverse effects, including photophobia, blurred near vision, and poor compliance. We investigated whether lower doses of atropine would control myopia progression. One hundred and eighty-six children, from 6 to 13 years of age, were treated each night with different concentrations of atropine eye drops or a control treatment for up to 2 years. The mean myopic progression in each of the groups was 0.04 +/-0.63 diopter per year (D/Y) in the 0.5% atropine group, 0.45+/-0.55 D/Y in the 0.25% atropine group, and 0.47+/-0.91 D/Y in the 0.1% atropine group. All atropine groups showed significantly less myopic progression than the control group (1.06+/-0.61 D/Y) (p<0.01). Our study also showed that 61% of students in the 0.5% atropine group, 49% in the 0.25% atropine group and 42% in the 0.1% atropine group had no myopic progression. However, 4% of children in the 0.5% atropine group, 17% in the 0.25% atropine group, and 33% in the 0.1% atropine group still had fast myopic progression (>-1.0 D/Y). In contrast, only 8% of the control group showed no myopic progression and 44% had fast myopic progression. These results suggest that all three concentrations of atropine had significant effects on controlling myopia; however, treatment with 0.5% atropine was the most effective.
We investigate why some innovative user interface (UI) designs (e.g., Facebook Home), although initially expected to encourage users to accept or adopt social networking applications (apps), actually discouraged users from using those applications over time. Using two experimental studies, we explore the relationship between new design factors and user behavioural intentions. In Study 1, we adopted two-factor theory to discover motivational factors related to using a social networking app. We then designed and created a virtual social networking app (called Unicorn) using these identified motivational factors. In Study 2, we investigated how motivational factors de-motivate user behavioural intentions. We unpacked this relationship using the Technology Acceptance Model (TAM). Further, we explored how involvement level may alleviate this negative relationship. Our results show that users with a high involvement level exhibit a relatively high level of perceived usefulness and perceived playfulness. Therefore, involvement level can alleviate the negative relationship that exists between motivational factors and behavioural intentions. This study provides both theoretical implications to the literature and practical insights for UI designers.
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