In the relevant literature, fuzzy relational inequalities with addition-min composition have been proposed to model the data transmission mechanism in a BitTorrent-like peer-to-peer (BT-P2P) file-sharing system. In this paper, we present a two-phase approach to find an optimal solution to data transmission that minimizes an associated function while its components are controlled to result in reduced network congestion. Numerical examples are given to illustrate the procedures of the two-phase approach.
Objective: Since the mental health of older adult is an important topic in the aging society, the main purpose of this study is to understand the mental health status of the older adult in China under different conditions. More importantly, although people generally believe that leisure activities can improve mental health, the impact of these activities on older adult has not yet been fully discussed. Hence, this study further explores that what kind of leisure activity is associated with mental health of the older adult given different conditions.Methods: We conducted a cross-sectional questionnaire survey to explore the relationships of various leisure activities on mental health among older adults under different demographics. This study used the Geriatric Depression Scale short forms scale (GDS-15) to assess the mental health of older adults. Based on a sample of 2,006 participants, both two-sample t-test and ANOVA were adopted to analyze the characteristics of mental health among specific subsamples.Results: Our findings indicated that older adults generally have higher mental health scores if they do not have chronic diseases, live with other family members, or reside in urban. First, three leisure activities including walking, Guangchangwu, and hiking have positive associations on mental health for older adults with chronic diseases. Second, the older adults living alone engaged in Guangchangwu or hiking significantly associated with their good mental health. Finally, only Guangchangwu has a significantly positive associated with the mental health of rural older adults.Conclusions: Based on our results, the government and healthcare planners can better allocate limited resources under different conditions to promote certain leisure activities, which are helpful to enhance the mental health of older adults. Guangchangwu is an activity that meets the characteristics of Chinese culture, so we further conclude that it is significantly associated with the good mental health of older adults in China.
Internet information has become the main way for individuals to obtain health information. The purpose of this paper is to explore the role online information sources play in health decision-making. Specifically, we investigated the relationship between online information sources and patient satisfaction, as well as their moderating effects as compared to those of other information sources. Using logistical regression analysis, we conducted the longitudinal data on 54,027 doctors and 952,877 online doctor reviews from 3,525 hospitals in 31 provinces to test a proposed research model. The results showed that patient satisfaction was generally lower for individuals who found a doctor through online information sources. Therefore, we suggest that patients consider the doctor quality, the doctor popularity, and patient involvement. In addition, we found that the doctor popularity had a negative moderating effect between online information sources and patient satisfaction, while patient involvement had a positive moderating effect between online information sources and patient satisfaction. The study provides strategic guidance and practical implications for policies, online healthcare community managers, and patients.
Objective: The purpose of this paper is to investigate whether playing exergames can enhance quality of life among young adults and it examines the potential moderators. Methods: A 12-week randomized controlled trial was conducted. Quality of life was measured using the short-form 36-item version (SF-36) scale. All the participants were between 20 and 24 years old in Taiwan. Participants in the intervention group (n = 55) were asked to play exergames for 12 weeks, three times a week and 30 minutes at a time, while participants in the control group (n = 62) did not play exergames. The changes in the scores on quality of life between the beginning and the end of the 12-week trial were calculated. Independent t-tests were used to analyze the differences. Results: The intervention group participants experienced an enhanced quality of life in terms of physical functioning, role-physical (role limitations due to physical health), general health, and social functioning. Moreover, the intervention group participants who were not enthusiastic about exercisers experienced an enhanced quality of life in physical functioning, role-physical, and general health. The intervention group participants who attempted to control their weight experienced enhanced general health, vitality, and mental health. Conclusion: Playing exergaming could contribute to users’ quality of life in terms of both physical and mental health.