Tuesday, 17 March 2020

Lupine Publishers | Human Brain Quantum Psychology (HBQP) to use Brain as Virtual Time Machine (VTM)

Lupine Publishers | Scholarly Journal Of Psychology And Behavioral Sciences

Introduction
Being outstanding scientist and successful researcher after my huge experience I came to write this fact, what you are just because of thoughts process leads to your thinking and in result you are get your view and visuals to see your universe (Androphobic Principle: our universe result of consciousness) which completely different appearance from other one and it’s not a science fiction or philosophy it’s a “Human Brain Quantum Psychology (HBQP)”. Now what HBQP, how its work and how it’s correlate with the concept of “Virtual Time Machine (VTM)” discussed in this write-up. In general human psychology practitioners as well as mankind themselves only aware themselves with their entity and existence on planet earth and treating self only a part of earth which is a planet just like particle in universe and exist in universe. Hence unaware with the fact they are not only part of planet earth but more than of entire universe (Figures 1-3). Therefore in every think , act, thoughts, feelings, emotions, perceptions, response, stimuli’s and action only relevance to earth not to universe but in fact we know or we don’t know our psychology working on the principles of Quantum Mechanics and Space Physics, after all we are active part of this universe and every visuals at every second front of us because of our quantum thoughts which develop our Quantum Psychology which is accepted and executed by universe what we knew as our “Life” as we want or don’t want based on your thoughts and feelings and your brain is a machine for the production of the same. Hence as you thoughts according to it universe develop your Quantum Psychology and you will see that pictures in form of desires, needs, wish, work accomplishment and all of these because of “Human Brain Quantum Psychology (HBQP)” where thoughts frequencies are the command to universe for your life whereas Quantum Mechanics channel between human brain and universe to develop what mental model and life every humankind at the time want to live. Now after this I want to demonstrate you the idea how brain can behave like “Virtual Time Machine (VTM)” using Universe, Quantum Mechanics, Law of Attraction, Anthrophobic principles and Human Brain Quantum Psychology (HBQP) depicted in below model.
Mankind since longtime trying to research and explore the concept of physical time machine but not focusing attention on their dreams which are the visuals/pictures/science of past, present or future which everybody used to do so. Hence my concept originated from dreams to define “Virtual Time Machine (VTM), of course virtual time machine you can say dream or dream-like but not the dream surely due to the one biggest reason and difference “Dreams occurred in sleep unintentionally and no control it might be good or bad or else, but in Virtual Time Machine (VTM) we can only dream intentionally what we thought and want to dream with entering in that era of time virtually via your dreams”. Hence can say dream is the source to enter you in Virtual Time Machine in what time you want to enter with illusions/visuals/moving pictures of it scene like reality. For the concept you need deepsleep, like hypnotism, attention, calmness with thoughts with time in which you want enter and will put you with law of attraction in it with present-time space-time synching via connecting to universe gateway to the universe using law of quantum mechanics to reverse and forward your timeline in space timeline and light years and put you in visuals like virtual reality in past, present and future timeline witching and tuning and Universe back it to you in your brain like Virtual Time Machine (VTM).

https://lupinepublishers.com/psychology-behavioral-science-journal/pdf/SJPBS.MS.ID.000153.pdf
https://lupinepublishers.com/psychology-behavioral-science-journal/fulltext/human-brain-quantum-psychology-to-use-brain-as-virtual-time-machine.ID.000153.php

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Thursday, 12 March 2020

Tuesday, 10 March 2020

Lupine Publishers | Women in Advertisements: Women or Objectified Thin Bodies?

Lupine Publishers | Scholarly Journal Of Psychology And Behavioral Sciences


Abstract
Since the beginning of Humanity history, women are one of the main focuses of attention. Women have to deal with beauty standards which are dynamic and are changing over time. Thus the actual beauty standard is very thin: to be beautiful, women have to be very thin. But women bodies in ads are retouched and unrealistic. Hence, when women with real bodies are confronted to thin-ideal bodies, they are, in fact, confronted to an unattainable standard of women beauty. By now, many findings suggest that repeated exposure to such unrealistic standards have negative and significative implications on women. Some of these effects could certainly be avoided if individuals, and especially women, were better informed about the unrealistic and harmful nature of this norm and its consequences.
Keywords: Objectivation; Thin Ideal; Advertisements; Women
Introduction
Since the beginning of Humanity history, women are one of the main focuses of attention. They have a lot of duties; have to adopt specific behaviors and to be good mothers and good wives. Specifically, women’s bodies are, since several decades, in the spotlight too. Women have to deal with beauty standards which are dynamic and are changing over time. With the apparition of mass media, the social pressure doesn’t only come from pairs and parents but also from media [1]. By now, mass media is considered as the most powerful and persuasive source of influence [2-4] as they are constantly surrounded by advertisements even when we do not necessarily pay much attention to Most ads (whatever the promoted product) use women bodies which depict the ideal norm of feminine beauty. Women in ads are presented as perfect, thin, beautiful, with smooth skin, very white teeth and unrealistic measurements [5]. Since the 1980s to the 1990s, we observe a significant decrease in the weight of female models [6] as models are now mostly underweight. Thus the actual beauty standard is very thin: to be beautiful, women have to be very thin. But women bodies in ads are retouched and unrealistic. Hence, when women with real bodies are confronted to thin ideal bodies, they are, in fact, confronted to an unattainable standard of women beauty. By now, many findings suggest that repeated exposure to such unrealistic standards have negative and significative implications on women. By setting what is appreciable or desirable in a woman [7], standards provide women with indicators to assess their own bodies. Social comparison with the weight standard contributes to the construction of women’s image of their own bodies [8] and since the standard is excessively thin , many women overestimate their weight, and even perceive themselves as overweight when they are objectively not [9]. Moreover, a perception of excess weight lead women to suffer from “normative discontent” [8] and a body dissatisfaction [10,11] which can affect women’s quality of life by generating low self-esteem [12], anxiety and even depression [13] and a greater accessibility of suicidal thoughts [14]. It also generates negative behavioral consequences: women who are dissatisfied with their bodies tend to use fast, harmful and unhealthy weight loss eating and physical practices [15], and weight overestimation predicts the use of behaviors that lead individuals to gain weight [16-19].

Conclusion
In addition, the thinness standard makes overweight synonymous with normative deviance. People who are overweight are the target of stereotypes: they are suspected of eating in secret, refusing to control their diet, losing control of themselves when eating, and over-consuming [20-22]. Overweight women are specifically considered as not being feminine and sensual [23]. Moreover, overweight individuals experience significant stigmatization [23-25] which obviously affects their quality of life and food behaviors. It also may also lead women who perceive themselves as overweight to make poor food choices and to consume more fatty and sweet foods through stereotype threat [25,26]. Some of these effects could certainly be avoided if individuals, and especially women, were better informed about the unrealistic and harmful nature of this norm and its consequences. Unfortunately, only a few are. We believe that public policies should address this limit and provide women the key elements to limit the negative consequences of exposure to the slimming standard, particularly in advertising.
https://lupinepublishers.com/psychology-behavioral-science-journal/fulltext/women-in-advertisements-women-or-objectified-thin-bodies.ID.000151.php
https://lupinepublishers.com/psychology-behavioral-science-journal/pdf/SJPBS.MS.ID.000151.pdf
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Thursday, 5 March 2020

Tuesday, 3 March 2020

Lupine Publishers: Lupine Publishers | Post Endodontic Pain Reduction...

Lupine Publishers: Lupine Publishers | Post Endodontic Pain Reduction...: Lupine Publishers | Journal of Otolaryngology Research Impact Factor Abstract Objective: The purpose of this research was to ...

Lupine Publishers | The Impact of Virtual Reality on Mood States Prior to Blood Donation

Lupine Publishers | Scholarly Journal Of Psychology And Behavioral Sciences

Abstract
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Virtual Reality (VR) has shown promise as a non-pharmaceutical intervention for both anxiety and pain management. Consequently, specially designed VR experiences may be a useful tool to counteract anxiety during procedures that require a blood draw. In the current study we examined negative and positive mood states before and after a brief VR intervention at a Red Cross blood drive. Results demonstrated a significant increase in positive mood states (Happiness, Calmness) and a reduction of negative mood states (Tension, Fatigue). These results support the accumulating evidence that VR has the potential to act as a powerful and effective tool for anxiety and stress management in anxiety provoking situations.
Keywords: VR; Virtual reality; Healium; Blood donation; Anxiety; Stress; Needle Fear; Needle phobia
Introduction
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Needle injections are an integral part of many medical procedures, yet “needle fear” and “needle phobia” frequently result in the avoidance of necessary treatments and an unwillingness to donate blood [1]. Studies examining fear of needles have reported prevalence estimates as high as 91% [2]. Because this anxiety has real life consequences, a recent review of research on needle fear recommended that “greater attention should be given to evidence-based approaches to alleviate fear during injections” [1]. When considering interventions to assist in the reduction of needle fear, virtual reality seems like an obvious choice. VR has already demonstrated its utility in the treatment of anxiety disorders including phobias and PTSD [3,4]. However, most of these studies incorporated VR into an existing therapeutic context, making it difficult to isolate the impact of the VR intervention from other aspects of treatment. One recent study examined the ability of a stand-alone VR experience to reduce state anxiety in an anxious population [5]. The results indicated that both the VR and a rest control condition significantly reduced reports of anxiety. However, only the VR experience shifted brainwave activity in a manner consistent with reduced nervous system arousal [5]. To our knowledge, only one study has specifically examined the use of VR during a blood draw. This study was conducted with a pediatric population and demonstrated that specific VR experiences significantly reduced pain and anxiety when compared to “treatment as usual” [6]. In the current study, we sought to explore the potential of using a calming VR experience to increase positive mood states and decrease negative mood states just prior to a needle stick at a community blood drive.
Materials and Methods
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Participants
33 donors at a community Red Cross blood drive volunteered to participate. The study consisted of 19 females and 14 males aged 15 to 70 (M= 25.85, SD= 16.35). All participants provided informed consent through the Red Cross.
Materials
Virtual reality
The VR experience used an Oculus Go headset with Healium software. A 4.5-minute guided experience encouraged the user to use their internal feeling state (positivity) to transform a VR landscape. The experience begins in a rather bleak setting with a large tree covered in graffiti. The area around the tree is barren with trash strewn about. As the experience progresses, the user is coached through engaging in feelings of positivity and gratitude which gradually transforms the tree and surrounding environment into a clean, lush landscape (see Figure 1).
Figure 1: Screen shot of “The Big Tree” experience from Healium software.
Lupinepublishers-openaccess-journals-psychology-behavioral-science
Brunel Mood Scale
The Brunel Mood Scale [7] consists of 32 mood descriptors that are categorized into 8 unipolar dimensions: anger, tension, depression, vigor, fatigue, confusion, happiness, calmness. Using a response frame of “how do you feel right now?” subjects indicated the extent of their experience of the mood descriptors on a 5-point scale (0= not at all, 1= a little, 2= moderately, 3= quite a bit, 4= extremely).
Procedure
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Participants at a community blood drive were invited to experience “The Big Tree” virtual reality (VR) experience in the Healium software platform just prior to the needle stick. Participants completed the Brunel Mood Scale before and after the VR experience. A Matched Pair Analysis was used to examine pre - post significant differences for the 8 aggregated Brunel Mood Scores. The data were grouped by Mood to create an Across Group analysis.
Results
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Table 1: Mean of Pre and Post Scores for the 8 aggregated Brunel Moods.
Lupinepublishers-openaccess-journals-psychology-behavioral-science
A matched pairs analysis with time of testing (pre-post) as independent variables, and scores on the Brunel Mood Scale as dependent variables, showed a significant effect (F(2,256)= 52.79, p<.0001). The pre-post means for each scale are displayed in (Table 1). When presented as a Tukey mean-difference plot (see Figure 2), it is clear that 4 of the aggregate mood scores were significant (p <.05). Specifically, Calmness and Happy increased from prepost while Tension and Fatigue decreased significantly from prepost.
.

Discussion
This study demonstrated that an inexpensive and brief VR intervention can have a significant positive impact on mood just prior to a needle stick, reducing tension and fatigue and increasing feelings of calmness and happiness in an adult population. This is consistent with other research showing that VR reduces pain and anxiety better than “treatment as usual” in a pediatric population during a routine blood draw [6]. The apparent success of VR in reducing anxiety may be, in part, due to the strong feeling of “presence” achieved in these environments [8,9]. “Presence,” is defined as the subjective feeling of being in another place. As there are multiple visual and auditory cues in a traditional hospital or blood donation setting that could trigger or exacerbate an anxiety response, removal of these cues may be helpful in reducing anxiety. In addition, rather than simply removing a potentially stressful environment, VR can replace these stressful cues with an environment designed to be soothing, comforting, and mood enhancing. VR research for pain management has shown that this strategy works quite well. For example, VR experiences designed to assist burn victims often utilize visual scenes that include cold weather and snow, taking advantage of the brain’s tendency to respond physiologically to environmental cues. A recent review of research examining VR for pain management in burn victims concluded that the addition of VR to dressing change or physical therapy sessions significantly reduced pain intensity, time spent thinking about pain, and unpleasantness [10]. The current study adds to the accumulating evidence that VR has the potential to make basic medical procedures, such as a blood draw, much more tolerable, potentially improving patient compliance and willingness to donate blood [11]. Obviously, this study lacked a control group and is therefore limited in the degree to which the results can be generalized. Future studies would benefit from using a randomized control procedure, allowing subjects to use the VR experience during the blood draw (rather than prior to the needle stick), and examining a variety of additional outcome measures as well as personality characteristics.

https://lupinepublishers.com/psychology-behavioral-science-journal/fulltext/the-impact-of-virtual-reality-on-mood-states-prior-to-blood-donation.ID.000150.php

https://lupinepublishers.com/psychology-behavioral-science-journal/pdf/SJPBS.MS.ID.000150.pdf

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Locus of Control and Vulnerability to Peer Pressure: a Study of Adolescent Behavior in Urban Ghanaian Context

  Abstract Peer pressure is one thing that every individual is vulnerable to and has faced before at some point in their lives. It is beco...