The purpose of this study is to improve the overall cognitive function of patients with dementia in Yunlin County, Taiwan, by designing an indoor gardening flower combination game suitable for home and maintenance institutions. This paper uses qualitative research (participatory interviews, case studies, and contextual observation methods in the demand exploration phase) and quantitative research (experimental methods and the Mini-Mental State Examination (MMSE) and Barthel Index questionnaires in the product verification phase). This study adopted a four-stage service design: demand exploration, demand definition, design implementation, and product verification. In the stage of demand exploration, 14 elderly people with mild or moderate dementia were interviewed, and two cases were selected for two in-depth observations of horticultural treatment activities. Common obstacles and potential demand points were listed after integration: (1) The safety of elderly patients with dementia can be improved by employing horticultural treatment activities transferred from outdoors to indoors; (2) the objects and facilities used in horticultural activities should be improved to reduce the attention burden of elderly patients with dementia; (3) the elements of reminiscence or familiarity of the mentally handicapped elderly should be increased; (4) the process of gardening and planting can be used by two or four people to improve social and language skills. According to this study, an indoor gardening planting table game was developed. This game includes a group of flower combination prompt cards (including five flower groups: camellia, cherry blossom, chrysanthemum, kapok, and lotus), a group of color and number prompt rings, and a flower base, which provides planting of up to 25 flowers and is matched with the number prompt color rings; then, the combined flowers are planted into the base. In the final experience experiment, 7 participants with free movement of the upper limbs and mild or moderate dementia were selected by the MMSE and Barthel Index to participate in a 5-week experiment. After using a combination of progressive low-level, medium-level, and high-level flower combination tasks, the results showed that the overall performance of the elderly patients with mild or moderate dementia in the MMSE test was improved by the indoor gardening planting table game. However, the treatment effect-size presented a low effect magnitude.
This study explores the correlation between learning about basic form factors and learning automotive exterior design (AED) for the first time. To help beginner AED students learn smoothly, we developed modular courses and proposed to teach basic form generation. Six modular assignments were developed for the courses on Form Theory and Transportation Design, and 22 and 20 students, respectively, completed all the assignments of each course. All students were guided to become familiar with the five form factors: proportion, contour, volume, surface, and detail. According to the student self-assessments and responses for the Form Theory course, students gained a statistically equivalent learning experience of form factors from the four assignments; however, they gained significantly different levels of understanding and confidence. There was also a significant difference in understanding form factors during AED clay modeling. Further, students considered that the last two assignments in the Form Theory course had a significantly stronger relationship with learning AED than the first two assignments did. These findings are conducive to ensuring improvements in the modular courses to help future students begin learning AED.
The usage of two-dimensional (2D) materials will be very advantageous for many developing spintronic device designs, providing a superior method of managing spin. Non-volatile memory technologies, particularly magnetic random-access memories (MRAMs), characterized by 2D materials are the goal of the effort. A sufficiently large spin current density is indispensable for the writing mode of MRAMs to switch states. How to attain spin current density beyond critical values around 5 MA/cm2 in 2D materials at room temperature is the greatest obstacle to overcome. Here, we first theoretically propose a spin valve based on graphene nanoribbons (GNRs) to generate a huge spin current density at room temperature. The spin current density can achieve the critical value with the help of tunable gate voltage. The highest spin current density can reach 15 MA/cm2 by adjusting the band gap energy of GNRs and exchange strength in our proposed gate-tunable spin-valve. Also, ultralow writing power can be obtained, successfully overcoming the difficulties traditional magnetic tunnel junction-based MRAMs have faced. Furthermore, the proposed spin-valve meets the reading mode criteria and the MR ratios are always higher than 100%. These results may open the feasibility avenues for spin logic devices based on 2D materials.
This study explores the differences in visual perception of footwear based on gender by conducting semantic differential evaluations and classification tasks. Cluster and factor analyses were performed to analyze the similarities and factors in footwear styles, respectively. The cluster analysis results indicated that leather shoes and sneakers were the major styles clearly distinguished by the participants. Fancy leather shoes, described as "fancy and exaggerated" by men, and as "elegant and refined" by women, was the consensus style. Women emphasized on fashion and were more likely to perceive footwear integral to their outfit, whereas men valued the functionality of footwear and treated it as a tool. The factor analysis on footwear styles extracted four male factors: evaluation, attention, feature, and protection; and four female factors for: evaluation, charm, volume, and coverage. Women were more sensitive to the volume and weight of footwear, and were also more likely to sense its coverage.
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