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770 result(s) for "Cartoons as Topic"
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The walking med : zombies and the medical image
\"Shows how our understanding of narratives of illness can by transformed by recognizing the zombie metaphors within them and how the recent medicalization of popular zombie narratives has added new dimensions to what is symbolized by this figure\"-- Provided by publisher.
Animation of Graphic Symbols Representing Verbs and Prepositions: Effects on Transparency, Name Agreement, and Identification
Purpose: The effects of animation on transparency, name agreement, and identification of graphic symbols for verbs and prepositions were evaluated in preschoolers of 3 age groups. Methods: A mixed-group design was used; in each age group, half of the children were randomly allocated to 1 of 2 orders of symbol formats. The 52 children were asked to guess the meaning of symbols and to identify a target symbol among foils given the spoken label. Results: Animated symbols were more transparent than static symbols, although this was more pronounced for verbs. Animated verbs were named more accurately than static verbs, but there was no difference between animated and static prepositions. Verbs were identified more accurately compared with prepositions, but there was no difference between symbol formats. Older children guessed, named, and identified symbols more effectively than younger children. Conclusion: Animation enhances transparency and name agreement, especially for verbs, which reduces the instructional burden that comes with nontransparent symbols. Animation does not enhance identification accuracy. Verbs are easier to identify than prepositions. A developmental effect was observed for each measure. Limitations and implications for future research are discussed.
Efficacy of a cartoon and photograph montage storybook in preparing children for voiding cystourethrogram
Background Undergoing voiding cystourethrogram (VCUG) can be distressing for children. Objective To assess the efficacy of a cartoon and photograph montage storybook in preparing children for VCUG. Materials and methods Outpatient children (ages 2–14 years) who had VCUGs between December 2011 and June 2012 were randomly assigned to two groups; one group received the storybook a week before the procedure. Parents and guardians were asked to complete an anonymous survey rating their child’s tolerance of the exam from 1 to 5, worst to best, immediately after VCUG. The VCUG technologist also rated the child’s tolerance. Results Children prepared for VCUG with the storybook had less distress than those without. Results were analyzed by Cochran-Mantel-Haenszel and Cochran-Armitage Trend exact tests, a P value of both tests of 0.0092 indicating a statistically significant difference between the tolerance scores of children prepared with the storybook and those without. Effects of gender and history of VCUG were not statistically significant. Two-thirds of all children had no other source of information. Conclusion The cartoon and photograph montage storybook format of preparing children for VCUG was effective in increasing their tolerance for the procedure. The storybook should be mailed out in advance because the majority of families did not pursue information on preparing their children for VCUG.
The impact of a cartoon character on adults perceptions of Children’s breakfast cereals: a randomized experiment
Background Cartoon characters on processed food packaging increase the perception of product preference among children, but their effect among adults has rarely been examined. We evaluated the effect of a cartoon character on breakfast cereals on beliefs about buying them for children, as well as whether demographic characteristics modified this effect. Methods An experimental study was conducted with adults from online consumer panels in Mexico ( n  = 3755). Participants were randomly assigned to a “cartoon” condition ( n  = 1789), in which they viewed a breakfast cereal box with a Minion character on the front of the package, or the “control” condition ( n  = 1966), in which the same cereal box was displayed with no character on the package. Participants were asked: “Is this a good cereal to buy children?” with the response options “Yes”, “No”, or “Don’t know”. Multinomial adjusted logistic models regressed responses to this question (Yes = 0, No = 1, 2 = Don’t know) on experimental condition. Differences in the effect of the cartoon character across demographic characteristics were tested by introducing multiplicative interaction terms. Results The adjusted model showed that participants in the “cartoon character” condition were 1.67 (1.45–1.94) times more likely to consider the cereal as being “Not good to buy for children” than those in the control condition ( p  < 0.001). This effect was smaller among parents (RRR = 1.39, 1.13–1.72) compared to those without children (RRR = 2.01, 1.63–2.47). No differences were observed in the proportion of participants answering “Don’t know” across experimental groups. Conclusion Among this sample of Mexican adults, a cereal with a cartoon character on the packaging was more often perceived as “not good to buy for children” compared to a cereal without it. This effect was smaller among parents, potentially due to children influences of parental decisions during food purchasing.
Facial features of cartoon characters and their perceived attributes
The aim of this study is to investigate the relationship between skeletal antero-posterior profile of popular family cartoon characters and their perceived personal characteristics. The Internet Movie DataBase (IMDB) was used to identify popular animated family movies released since 2000. Cartoon characters were identified, and classified based on their gender (male/female), skeletal profile (Class I, II or III) and character assessment (protagonist/antagonist). Descriptive statistical analysis was carried out. Chi Square analysis was used to assess the differences (p-value) between gender and character assessment against the skeletal profile. Fifty popular animated family movies were identified. Within these 88 humanoid cartoon characters were identified made up of 32 male protagonists, 27 female protagonists, 22 male antagonists and 7 female antagonists. 40, 30, 21 were assessed as having a Class I, II and III skeletal profiles respectively. Statistically significant differences were observed in both FPFA and MPFP values for Class III characters (P = 0.009 and P = 0.006, respectively). However, no significant variations were noted when comparing the remaining groups. Female antagonists and male protagonists were most likely to be portrayed with a Class III skeletal pattern when compared to female protagonists and male antagonists respectively.
Effect of preoperative virtual reality cartoon viewing on postoperative pain and anxiety in children undergoing tonsillectomy and adenoidectomy: A randomized controlled trial
Surgery causes anxiety in children and negatively affects postoperative pain control. Various distraction methods, such as virtual reality (VR), have been shown to reduce anxiety levels and improve surgical outcomes. This study aimed to determine the effect of watching cartoons through a VR headset before surgery on systolic blood pressure, postoperative pain, and anxiety levels as primary, secondary, and tertiary outcomes, respectively, in children aged 7-12 years undergoing tonsillectomy and adenoidectomy. This randomized controlled experimental study was conducted at a tertiary hospital between November 10, 2023, and June 1, 2024, among 102 children scheduled for tonsillectomy and adenoidectomy, who were randomly divided into an experimental group (n = 51; VR intervention) and a control group (n = 51; no intervention). The primary outcomes were anxiety levels measured using the Perioperative Multidimensional Anxiety Scale for Children and postoperative pain evaluated using the Visual Analog Scale. Sociodemographic characteristics and vital signs were also assessed. Systolic blood pressure values were significantly lower in the experimental group at than in the control group at all time points (p < 0.05). Postoperative pain values were lower in the experimental group (3.35 ± 1.43 vs. 6.53 ± 1.36, p < 0.05), with similar results observed 8 h post-surgery (1.29 ± 1.08 vs. 6.57 ± 1.17, p < 0.05). Anxiety values were also significantly lower in the experimental group (24.12 ± 11.17 vs. 69.41 ± 12.56, p < 0.05), with similar results observed 8 h post-surgery (12.35 ± 10.50 vs. 67.0 ± 11.37, p < 0.05). VR technology, particularly through watching the Shrek cartoon, significantly reduced systolic blood pressure, pain, and anxiety levels in children undergoing tonsillectomy and adenoidectomy. Thus, VR could be an effective noninvasive tool for managing pain and anxiety in pediatric patients during the preoperative and postoperative periods. ClinicalTrials.gov (NCT06763276).
The effects of icon design features on user perception and preference: A case study of icons for Covid-19
The objective of this study is to evaluate users’ perceptions and preferences on the design features of the COVID-19 prevention promotion icon from the perspective of users’ aesthetic and perceptual needs. In this study, 120 officially published icons from 24 countries and regions were collected from online platforms for ranking tests, and then the top-ranked icons were subjectively rated by the semantic differential method. By evaluating the quality of users’ perceptions of multiple semantic dimensions of icons, we extracted the perceptual semantic words that users valued as the main icon design features. Spearmen correlations were applied to derive possible correlations between user rankings and semantic scales, and a Friedman test was also conducted to determine the true differences in user perceptions and preferences for different styles of icons. Factor analysis was conducted to extract six perceptual words that influence the design features of the COVID-19 prevention promotion icon. The methodology adopted in this study facilitated the screening of design features related to icon effectiveness, and the findings show that “Interesting,” “Simple,” “Familiar, “Recognizable,” “Concrete,” and “Close(semantic distance)” are the key features that influence users’ perception and preference of COVID-19 icon design. The results of this study can be used as the basis for designing and improving publicity icons for preventive measures in COVID-19, and the methods adopted in this study can be applied to evaluate other types of icon design.
Graphic medicine: use of comics in medical education and patient care
Graphic stories, or adult themed comics, are a popular new cultural trend. Michael J Green and Kimberly R Myers argue that they are also a valuable tool for medicine
Health-Education Package to Prevent Worm Infections in Chinese Schoolchildren
Helminths, such as Ascaris lumbricoides, infect more than a billion people globally. In this cluster-randomized trial in China, a school-based simple educational program was shown to substantially decrease the incidence of these infections in schoolchildren. A third of the global population, mainly in developing countries, is infected with soil-transmitted helminths, which are intestinal parasitic nematode worms. 1 Infection with these parasitic worms is associated with poverty in rural locations, inadequate sanitation and waste disposal, a lack of clean water, and poor hygiene and is common in areas with limited access to health care and preventive measures. 2 Roundworms ( Ascaris lumbricoides ) are the largest and most prevalent soil-transmitted helminths, accounting for 1 billion infections; whipworms ( Trichuris trichiura ) and hookworms ( Necator americanus and Ancylostoma duodenale ) each infect 600 million to 800 million persons. Estimates . . .