With rapid technology developments and the convenient and fast pace of life in recent years, many people are using disposable products, which cause environmental and ecological damages. A variety of eco-friendly menstrual products have been launched on the market, and “menstrual pads” now have a large market share in Taiwan’s menstrual product industry. This study interviewed experts and collected questionnaires for qualitative and quantitative investigation and analysis. The results show that women have positive and open concepts regarding sustainability, as well as a good understanding of their body and are very interested in the performance and usage efficiency of products. The results also indicate that consumers purchase based on their lifestyles; most women collected enough product information before purchasing while overcoming the difficulties in dealing with the environment and learning to adapt them, and the majority of consumers attach importance to comfort, volume, and duration of blood absorption. The results suggest that the government and private enterprises should increase and improve sanitation education and sanitary facilities and guide the approach and serve as an important reference index for the promotion of eco-friendly menstrual products for environmental benefits.
In the fast-developing digital era, improving young children’s learning abilities by information technology has become a goal of early childhood education. Accordingly, a novel digital puzzle gaming system for young children’s learning is proposed, which is based on interactive multi-sensing and tangible user interfacing techniques. Three childhood education factors—digital learning, puzzle gaming, and interactive interfacing—are considered in the system design. Firstly, the needs in the development of the physical and mental functions, as well as the cognition and learning capabilities, of children aged 4–6 years are reviewed. Next, the existing studies of digital gaming for education are analyzed. Then, the proposed system was constructed to combine visual, auditory, and animation interfaces for easy uses by young children. The effectiveness of the system for young children’s learning was evaluated statistically using the SPSS based on the users’ and experts’ opinions collected from the methods of behavior observation, interview, and questionnaire survey. Several facts about young children’s learning have been found: (1) simple tangible interfaces can bring forth good gaming experiences to children; (2) rich visual and sound effects can enhance game-playing pleasures; (3) digital puzzle gaming have positive impacts on learning in early childhood education. In conclusion, the design of a digital puzzle gaming system like the proposed one with simple and physical interactive interfacing can bring forth a good gaming experience to children, and rich visual and sound effects can enhance the game-playing pleasure, indicating that digital puzzle gaming has a positive impact on young children’s learning in early childhood education.
Foot reflexology is a non-invasive complementary therapy that is increasingly being accepted by modern people in recent years. To understand the research trends and prospects of foot reflexology in the past 31 years, this study used the Web of Science core collection as the data source and two visualization tools, COOC and VOSviewer, to analyze the literature related to the field of foot reflexology from 1991 to 2021. This study found that the number of articles published in the field of foot reflexology has been increasing year by year, and the top three journals with the most articles are Complementary Therapies in Clinical Practice, Therapies in Medicine, and the Journal of Alternative and Complementary Medicine. The top three most prolific authors are Wyatt, Sikorskii, and Victorson, and the core institutions in the field of foot reflexology are Michigan State University, Northwestern University, Tehran University of Medical Sciences, and the University of Exeter. Foot reflexology has been shown to have a moderating effect on anxiety, fatigue, and cancer, and is a topic of ongoing and future research. This study uses this bibliometric analysis of foot reflexology literature to provide an overview of prior knowledge and a reference direction for modern preventive medicine.
The Taiwanese government has decided to reduce the use of disposable plastics in response to the European Union’s announcement of the Circular Economy Action Plan. With the circular economy becoming a sustainable development trend, consumers have become the latter and the environment’s lifeblood. There has been a wave of unpacked stores around the world in recent years, encouraging consumers to reduce the use of plastics and bring their own bags or containers when shopping, thereby reducing the waste of resources. This research adopted qualitative and quantitative research methods to verify the model of involvement degree and perceived value on consumers’ purchase intentions in unpacked stores through expert interviews and structural equations and extract the key factors for promoting unpacked stores. The research results show that the three dimensions of involvement degree will indirectly affect consumers’ purchase intentions through the four dimensions of perceived value. Perceived value plays a mediating role between the involvement degree and purchase intention. Unpacked stores can be used to promote industry characteristics and image, and unpacked consumption thinking can be advanced through the Internet, education, or lectures based on community development. In this way, unpacked stores can be instilled in people’s psychological value.
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