May Oo Lwin

Mai Oo Lwin

Mattila, M Oo Lwin. According to senior researcher May Oo Lwin, international research shows that people tend to project their identity in the virtual world onto real life. Mai Oo Lwin | Omnics International Wee Kim Wee School of Communication and Information, Nanyang Technological, University, 31 Nanyang Link, May O. Lwin est Associate Dean des College of Humanities, Arts and Social Sciences und Associate Professor der Abteilung für öffentliche und werbliche Kommunikation, Wee Kim Wee School of Communication and Information in Nanyang Technological University.

His research interests are primarily in the areas of strategical communications and healthcare communications. Particularly in the area of healthcare, she investigates how electronic communications can affect dietary ingestion, physical activity and the state of humanity. It is also engaged in the design and evaluation of healthcare communications solutions using softwares.

Their research in the area of data protection and cyber security deals with the question of how background media, security precautions and parenting policies affect use. Ms. Becker is also co-author of numerous sales literature, such as the best-selling Clueless series (with publications such as Clueless in Advertising and Clueless in Market Communications) and a premier Asian book, Principles and Effective IMC Practition.

The thinner avatar gives obese children the impetus to move, Health News

SYGAPOREAN - An adipose kid who sees a slimmer online image of himself walking on a Wii display after a soccer game will want to train more than if he were using an older, heavier person. This was discovered by a research unit at Nanyang Technological University when it investigated the impact of certain kinds of videos on the attitude of kids to movement.

Some of their research focused on the use of the avatar - electronic persona - by obese kids when they were playing physical activity on movement detection equipment such as Wii and Kinect. Of the 140 examined kids, those who used a avatar of "normal height" had a better attitude and were more motivating to train than those who used larger aviars.

According to senior researcher May Oo Lwin, global research shows that humans are inclined to portray their identity in the online universe on actuality. Said she, "Fit savvy members strengthen the trust of kids between nine and twelve years of age who participate in her school's program to manage adiposity. As Associate Professor Lwin, who presented the first results at the Singapore Public Health Conference on Tuesday, said the research is only part of a collaborative work.

So far, the research has been testing the impact of "exergaming", i.e. videos requiring movement, on more than 1,000 pupils in elementary and middle Schools. The people who took gym classes with exergamine were more motivated than those who only had class on a recurring basis. Younger kids react more to ever more intense plays on Kinect, where they are part of a realm.

That could be because they like the less textured and repeating character of the game, said Prof. Lwin. Also" threat-framed" slogans like "if you don't train on a regular basis, you can gain weight" are more efficient than" coping" slogans like "you can do it" if they are said to the pupils before they play the game.

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