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1.
Ecotoxicol Environ Saf ; 256: 114874, 2023 May.
Artigo em Inglês | MEDLINE | ID: mdl-37054469

RESUMO

Lead (Pb), cadmium (Cd) and total mercury (THg) are toxic heavy metals (THMs) that are widely present in the environment and can cause substantial health problems. However, previous risk assessment studies have rarely focused on the elderly population and have usually targeted a single heavy metal, which might underestimate the long-term accumulative and synergistic effects of THMs in humans. Based on the food frequency questionnaire and inductively coupled plasma mass spectrometry, this study assessed external and internal exposures to Pb, Cd and THg in 1747 elderly people in Shanghai. Probabilistic risk assessment with the relative potential factor (RPF) model was used to assess the neurotoxicity and nephrotoxicity risks of combined THMs exposures. The mean external exposures of Pb, Cd and THg in Shanghai elderly were 46.8, 27.2 and 4.9 µg/day, respectively. Plant-based foods are the main source of Pb and THg exposure, while Cd is mainly from animal-based foods. The mean concentrations of Pb, Cd and THg were 23.3, 1.1 and 2.3 µg/L in the whole blood, and 6.2, 1.0 and 2.0 µg/L in the morning urine, respectively. Combined exposure to THMs leading to 10.0 % and 7.1 % of Shanghai elderly at risk of neurotoxicity and nephrotoxicity. The results of this study have important implications for understanding the profiles of Pb, Cd and THg exposure in the elderly living in Shanghai and provide data support for risk assessment and control of nephrotoxicity and neurotoxicity from combined THMs exposure in the elderly.


Assuntos
Efeitos Colaterais e Reações Adversas Relacionados a Medicamentos , Mercúrio , Metais Pesados , Síndromes Neurotóxicas , Animais , Humanos , Idoso , Cádmio/toxicidade , Mercúrio/análise , Chumbo/análise , China , Metais Pesados/análise , Intoxicação por Metais Pesados , Medição de Risco
2.
Front Psychol ; 13: 767295, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35651576

RESUMO

This study is based on the background of how artificial intelligence (AI) technology is applied to the field of creativity and design education to improve the design vision, teaching methods, and actual design productivity of practitioners. The purpose of the research is to compare traditional design education and new design education methods combined with AI technology. Taking the Technological Pedagogical Content Knowledge (TPACK) technology integration model as the starting point, a comprehensive evaluation is selected for different types of research to explore the animation design professional courses in design education, the content of students' perception preferences, and the evaluation of ease of learning so as to conduct research and analyze AI technology. Design new education strategies and practice methods under the background. In the research, a comparative experimental study was conducted on 40 first-year students majoring in animation design. The results show that through online design studio project practice, with personalized project learning guidance, the learning needs of students to show a better trend, and customized learning and project practice content can enhance the learning experience and performance of students. In the future, we can further expand the scope of analysis, include more case studies, and conduct more comprehensive research, including how to deal with the expansion of the platform for students' learning of design in situations similar to coronavirus disease 2019 (COVID-19) that profoundly affects our lives, and how the project is applied in practice.

3.
Front Psychol ; 13: 767689, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35401322

RESUMO

The application of digital technology in teaching has triggered the evolution of traditional teaching. Students have different corresponding relationships under digital behavior. The interactive technology of artificial intelligence (AI) and virtual reality (VR) provides a new driving force for the development of art education and psychology. Firstly, this thesis analyzes the limitations and existing problems of traditional art education. Especially, the influence of the teaching mode of art education on the teaching of other disciplines develops a targeted student-centered digital education program. Secondly, the author used VR equipment and technology to let students experience the virtual world freely, and then, the relevant data model was established on the basis of analyzing the reasons affecting students' creativity and concentration. Thirdly, the data model was applied to art education in order to improve students' concentration and creativity. Then, the author compared and analyzed the data of the students under different teaching models through questionnaires. The results show that introducing VR and AI technology into art education and encouraging students to carry out deep learning can significantly improve student concentration and creativity. Finally, the influence reasons are analyzed from the perspective of psychology. VR interaction and Artificial Intelligence can be introduced into middle school fine art education which is to the benefit of students' deep learning, thus students' concentration and creativity can be improved.

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