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436 Research products, page 1 of 44

  • COVID-19
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  • 2013-2022
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  • COVID-19

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  • Open Access
    Authors: 
    Andreas Kasis; Stelios Timotheou; Nima Monshizadeh; Marios Polycarpou;
    Publisher: Springer Science and Business Media LLC
    Country: Netherlands
    Project: EC | KIOS CoE (739551)

    Governments across the world are currently facing the task of selecting suitable intervention strategies to cope with the effects of the COVID-19 pandemic. This is a highly challenging task, since harsh measures may result in economic collapse while a relaxed strategy might lead to a high death toll. Motivated by this, we consider the problem of forming intervention strategies to mitigate the impact of the COVID-19 pandemic that optimize the trade-off between the number of deceases and the socio-economic costs. We demonstrate that the healthcare capacity and the testing rate highly affect the optimal intervention strategies. Moreover, we propose an approach that enables practical strategies, with a small number of policies and policy changes, that are close to optimal. In particular, we provide tools to decide which policies should be implemented and when should a government change to a different policy. Finally, we consider how the presented results are affected by uncertainty in the initial reproduction number and infection fatality rate and demonstrate that parametric uncertainty has a more substantial effect when stricter strategies are adopted. Comment: 30 pages, 31 figures, 3 tables

  • Open Access
    Authors: 
    Nicolaidou, Iolie;
    Publisher: Academic Conferences International Ltd
    Country: Cyprus

    COVID-19 related games have recently been developed to combat misinformation and raise awareness of COVID-19 protocols. COVID-19 related games or gamified apps were designed using top-down approaches (from company to players). The COVID-19 pandemic highlighted challenges in their uptake and usage. Strategies such as co-design may be leveraged to address these challenges, particularly for developing new technologies. This in-progress, exploratory mixed-methods study aimed to engage university students in designing gamified applications to address their needs amidst and post-pandemic. Its first step was to empower students to think of design ideas. The study's research questions were: What are students’ goals for designing pandemic-related gamified apps? To what extent do students make use of gamification techniques in their design? A convenience sample of 20 third/fourth-year undergraduates expressed their ideas individually, in an online class, at a time of university closures (May 2021). A second sample of 37 first-year undergraduates engaged in the same activity in a face-to-face class (December 2021). The data were analyzed using a qualitative data analysis software. Thematic analysis was used, data were coded, and themes and sub-themes emerged. Qualitative analysis of all 57 students’ responses revealed two main themes expressed by students as a goal for their app: a) increasing pandemic awareness and following hygiene protocols (24/57, 42.1%) and b) building resilience through different ways to cope with the pandemic, including physical exercise, social interaction, entertainment and education (31/57, 54.4%). Students maintained similar design goals for proposed apps despite increasingly less strict public-health measures from May to December 2021. The majority of students (52.6%, 30/57) used one to three gamification techniques, while 38.6% of them (22/57) did not use any. Third/fourth-year students used significantly more (t55=4.65, p=0.000) gamification techniques (M=2.35, SD=1.31) compared to first-year students (M=0.81, SD=1.13). The first stage of this study showed value in involving students in the design of interventions that targeted themselves and revealed the need for training students who lack a design background in identifying relevant gamification techniques. Future research will aim to materialize students’ suggested design ideas into design prototypes by involving them in the process through interdisciplinary collaborations.

  • Open Access English
    Authors: 
    Enrico Battisti; Simona Alfiero; Erasmia Leonidou;
    Country: Cyprus

    Digital and Information and Communication Technologies (ICTs) and, consequently, remote working have increased since the start of the COVID-19 pandemic. However, workers' economic-financial perception of remote working conditions, such as digital technology and its implementation, has scarcely been researched. Therefore, this study aims to investigate the economic-financial impacts of remote working on labourers. Using a mixed-methods sequential exploratory design, a sample of 976 workers is investigated. This study highlights that the majority of workers experience a negative economic-financial impact due to the additional costs incurred for digital technology and platforms and for utilities as well as the non-payment of overtime and meal vouchers, which are higher than the savings in commuting costs and out-of-pocket expenses. Furthermore, this research emphasizes that psychological-behavioural variables, specifically job satisfaction and technostress, are essential in the choice to continue working remotely after the COVID-19 pandemic. Finally, our results have important theoretical implications related to the existing literature both on the managerial issues connected to digital transformation, with interdisciplinary elements linked to psychological aspects, and on corporate finance topics associated to the economic-financial impacts of remote working.

  • Publication . Conference object . Article . 2022
    Open Access English
    Authors: 
    Iolie Nicolaidou; Loizos Aristeidis;
    Country: Cyprus

    Supporting students in building psychological resilience is crucial considering the COVID-19 pandemic’s effect on the population’s mental health. Psychological resilience refers to finding ways to cope with stress and achieve goals despite obstacles. It is an important life skill that has become highly relevant in the post-pandemic era. Mobile devices and applications are becoming integral to users’ self-monitoring of health data for their access, convenience, and cost advantages. Most resilience apps target specific professional groups, are not gamified, and lack solid theoretical foundations. Phone-based sensor data collected using Internet of Things (IoT) technology allow for new ways to measure psychological health and provide personalized recommendations. However, none of the existing gamified apps on resilience used IoT. None of the existing resilience apps refers to behavioral change techniques. The proposed resilience app addresses these gaps in the literature. This paper describes the design of a prototype for a gamified, theory-based mobile app that utilizes IoT to provide personalized data and support undergraduates’ resilience in the “new normal” of the pandemic. The poster also provides preliminary data on undergraduates' feasibility and usability evaluation of the prototype, focusing on first-year students. Users set one of three goals daily (focusing on studying, engaging in physical exercise, and socializing), monitor their progress towards achieving them, and receive points and badges when reaching their goals. Goal setting, progress monitoring, and self-reflection at the end of each day are connected to a) self-reported data (e.g., through the use of a short, validated mental health survey that automatically calculates users’ level of anxiety) and b) objectively measured data through the use of IoT (accelerometer and noise sensors) in the app. Users can share their badges on their social media networks. Thirty first-year undergraduates (M=18.41 years old, SD=0.57) tested the prototype resilience app and completed an evaluation questionnaire examining feasibility and usability. Neutral to positive responses (M=3.32 out of 5) were received for all functions indicating feasibility. Design usability was evaluated as satisfactory (System Usability Score=70.3). Future research will evaluate the app in a quasi-experimental setting. Implications for the design of gamified mobile apps for health are drawn.

  • Open Access
    Authors: 
    Eleni Hadjigeorgiou; Paris Vogazianos; Maria-Dolores Christofi; Emma Motrico; Sara Domínguez-Salas; Ana R. Mesquita; Andri Christoforou;
    Publisher: Springer Science and Business Media LLC
    Country: Cyprus

    Abstract Background The current COVID-19 pandemic is a unique stressor with potentially challenging and negative consequences on the experiences of pregnant and postpartum women. International literature highlights the pandemic’s negative impact on women’s perinatal experiences. This is the first study in the scientific literature reporting on the impact of the COVID-19 pandemic, on the perinatal experiences of a large sample of women living in Cyprus. Aim To examine the impact of the COVID-19 pandemic on the experiences, concerns and needs of pregnant and postpartum women in Cyprus. Method The cross-sectional study was conducted from July 2020 to January 2021. A total of 695 women, 355 pregnant and 340 postpartum women (with infants up to 6 months of age), residing in Cyprus were surveyed. Results The great majority of the participants (80.9%) perceived the impact of the COVID-19 pandemic on their life as negative. The greatest sources of stress were identified and quantified for their impact on the participants. Our findings indicate that 74.1% of the pregnant women were concerned about changes due to COVID-19 measures impacting the presence of their family at the time of delivery, 57.2% about their newborn’s health, and 43.1% about changes related to perinatal care. Postpartum women’s concerns were mainly related to the welfare and health of their child (70.3%), whilst half of them (49.1%) expressed concerns about how they were going to care for their baby because of pandemic-related changes. Qualitative data revealed emerging themes as the basis of the pregnant and postpartum women’s concerns and needs. Conclusions The COVID-19 pandemic and the associated imposed measures and restrictions had adverse effects on pregnant and postpartum women’s perinatal experiences in Cyprus. The women’s concerns emphasized the need for the development of specialized, evidenced-based support systems which are essential particularly in pandemic-like situations, when pregnant and postpartum women are more vulnerable to isolation.

  • Open Access English
    Authors: 
    Leonidas C. Leonidou; Bilge Aykol; Thomas A. Fotiadis; Svetla Marinova; Paul Christodoulides;
    Countries: Cyprus, Denmark

    PurposeAnchored on the broaden-and-build theory and the circumplex model, the authors develop and test a conceptual model in which satisfaction, influenced by an effective handling of communication, cooperation, conflict, and opportunism, is set as the predictor of inter-partner creativity in the relationship between hotels and their foreign travel agents under the Covid-19 pandemic.Design/methodology/approachThe conceptual model was tested with data collected from 190 randomly selected hotel units located in Greece, using both online and drop-in questionnaire methods. Data were analyzed using SEM analysis.FindingsSatisfaction with the working relationship was found to be enhanced by improving communication and cooperation, as well as by keeping conflict and opportunism at low levels. This was a strong predictor of inter-partner creativity, although less pronounced under high levels of relational distance and rigidity.Research limitations/implicationsThe study should be extended to other country settings, replicated at different levels of crisis severity, and use dyadic data. Additional environmental factors could be used as boundary conditions, while our model could be expanded to include additional drivers and consequences of inter-partner creativity.Practical implicationsTo generate inter-partner creativity, there is a need to maintain high levels of satisfaction through proper communication, enhanced cooperation, conflict minimization, and avoidance of opportunistic actions. Also, to better translate satisfaction into inter-partner creativity, interacting parties should keep distance at low levels, while at the same time demonstrate greater flexibility.Originality/valueThe study unveils the role of effectively managing behavioral factors in inter-firm relationships to develop creative solutions to the Covid-19 crisis challenges, an issue neglected by prior research. The study also sheds light on the contingent effects of distance and rigidity, two important factors moderating relationships under crisis. The study applies for the first time two psychological-based theories, the broaden-and-build theory and the circumplex model, to an international marketing crisis situation.

  • Open Access
    Authors: 
    Lan, Fan Yun; Scheibler, Christopher; Hershey, Maria Soledad; Cabrera, Juan Luis Romero; Gaviola, Gabriel C.; Yiannakou, Ioanna; Fernandez-Montero, Alejandro; Christophi, Costas A.; Christiani, David C.; Sotos-Prieto, Mercedes; +1 more
    Publisher: Springer Science and Business Media LLC
    Country: Cyprus

    AbstractThere are knowledge gaps regarding healthy lifestyle (HLS) interventions in fire academy settings and also concerning the impacts of the pandemic on training. We enrolled fire recruits from two fire academies (A and B) in New England in early 2019 as the historical control group, and recruits from academies in New England (B) and Florida (C), respectively, during the pandemic as the intervention group. The three academies have similar training environments and curricula. The exposures of interest were a combination of (1) an HLS intervention and (2) impacts of the pandemic on training curricula and environs (i.e. social distancing, masking, reduced class size, etc.). We examined the health/fitness changes throughout training. The follow-up rate was 78%, leaving 92 recruits in the historical control group and 55 in the intervention group. The results show an HLS intervention improved the effects of fire academy training on recruits healthy behaviors (MEDI-lifestyle score, 0.5 ± 1.4 vs. − 0.3 ± 1.7), systolic blood pressure (− 7.2 ± 10.0 vs. 2.9 ± 12.9 mmHg), and mental health (Beck Depression score, − 0.45 ± 1.14 vs. − 0.01 ± 1.05) (all P < 0.05). The associations remained significant after multivariable adjustments. Moreover, a 1-point MEDI-lifestyle increment during academy training is associated with about 2% decrement in blood pressures over time, after multivariable adjustments (P < 0.05). Nonetheless, the impacts of pandemic restrictions on academy procedures compromised physical fitness training, namely in percent body fat, push-ups, and pull-ups.

  • Open Access English
    Authors: 
    Iolie Nicolaidou; Loizos Aristeidis; Lambros Lambrinos;
    Country: Cyprus

    Resilience, a person's mental ability to deal with challenging situations adaptively, is an important life skill. Supporting students in building psychological resilience and coping during crises (with the COVID-19 pandemic being a prime example) is crucial. Very few mobile applications (apps) for mental health explicitly report behavioral change techniques. Moreover, only a handful of the apps that support resilience are gamified, or use smartphone sensors readily available in modern smartphones for health self-management, or were designed for use by a nonclinical population. This study describes the design of a prototype for a gamified, theory-based mobile app that utilizes the Internet of Things to provide personalized data and enhance undergraduate students’ resilience. A total of 74 participants evaluated the prototype and completed an online questionnaire during the COVID-19 lockdowns. The questionnaire included questions examining the design's feasibility for supporting resilience and questions on the System Usability Scale evaluating its usability. Regarding the evaluation of the prototype on improving psychological resilience, positive responses ( M = 3.76 out of 5, SD = 0.82) were received for all functions (goal setting for studying, socializing and physical exercise, progress monitoring using sensors or self-reporting, reflection, motivational badges). The System Usability Scale returned an evaluation score of 72.9, indicating a satisfactory degree of usability. The resilience app is a promising proof of concept. Combining Internet of Things capabilities with active user interaction while incorporating behavior change techniques in a gamified environment was well accepted by students. Implications for the design of gamified environments for well-being are drawn. Future research will empirically validate its design using quasi-experimental methods.

  • Open Access English
    Authors: 
    Ruhana Zareen Gofran; Sotiroula Liasidou; Andros Gregoriou;
    Country: Cyprus

    We examine the influence of COVID-19 on liquidity of the tourism industry in the UK, Europe and Spain. In the short run, the pandemic causes significant negative stock market reaction in the tourism industry. In the long run, the tourism industry recovers from the fall in returns due to the pandemic. Liquidity significantly decreases due to COVID-19, for the UK, European and Spanish tourism markets, even when we encapsulate the influence of stock prices, trading volume and volatility. Our findings suggest that European equity markets have declined in efficiency due to the pandemic in the tourism industry. Our empirical analysis has important implications for policy makers. Tourism recovery strategies from the pandemic are required with immediate effect in order to restore the valuation of the tourism companies, given that the negative stock price reaction and lack of liquidity significantly reduces market value of the tourism firms across Europe. In order for the tourism industry to fully recover from COVID-19, investors need to have the confidence to buy large volumes of tourism company stocks, which will increase the price and liquidity, leading to a substantial increase in market capitalization.

  • Publication . Master thesis . 2022
    Open Access Greek, Modern (1453-)
    Publisher: Πανεπιστήμιο Κύπρου, Σχολή Θετικών και Εφαρμοσμένων Επιστημών / University of Cyprus, Faculty of Pure and Applied Sciences
    Country: Cyprus

    Η πανδημία Κορονοϊού του 2019 έφερε τα πάνω κάτω σε πολλούς τομείς και σε πάμπολλους επαγγελματικούς χώρους. Ένας από τους χώρους που πλήγηκε ήταν και ο μουσικός. Διαφάνηκε έτσι η ανάγκη εξεύρεσης εναλλακτικών τρόπων παρουσίασης της εργασίας των μουσικών. Οι εικονικές συναυλίες είναι η ουσιαστική λύση στο πρόβλημα. Μια πρώιμη εργασία στη λύση του προβλήματος επιχειρήθηκε στη Διατριβή αυτή. Χρησιμοποιώντας το πρόγραμμα τρισδιάστατης μοντελοποίησης “Blender” κατασκευάστηκαν πλήκτρα πιάνου που μπορούσαν να κινούνται. Στην συνέχεια, μέσω του “Unreal Engine”, έγινε σύνδεση του ήχου με το παίξιμο των πλήκτρων κάνοντας χρήση του MIDI. Ακολούθησε η δημιουργία μουσικής σκηνής, τροποποιώντας υπάρχων τρισδιάστατο μοντέλο. Αξιοποιώντας το Metahuman Creator δημιουργήθηκε ο εικονικός μουσικός. Η καταγραφή των εκφράσεων του πραγματικού μουσικού και η μετάδοσή του στον εικονικό, συνόδευε την εργασία, κάτι που επιτεύχθηκε μέσω του Live Link Face. Η κίνηση σε πραγματικό χρόνο του σώματος του εικονικού μουσικού (όλου του χεριού με τα δάκτυλα) υλοποιήθηκε σε ικανοποιητικό βαθμό με IK. Έτσι, σε ευθετότερο χρόνο, η τελειοποίηση της εικονική συναυλίας με προσθήκη θεατών και αντικατάσταση του πιάνου με άλλα μουσικά όργανα δεν αποτελεί ανέφικτη προσδοκία. CYENS Centre of Excellence

Advanced search in Research products
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The following results are related to COVID-19. Are you interested to view more results? Visit OpenAIRE - Explore.
436 Research products, page 1 of 44
  • Open Access
    Authors: 
    Andreas Kasis; Stelios Timotheou; Nima Monshizadeh; Marios Polycarpou;
    Publisher: Springer Science and Business Media LLC
    Country: Netherlands
    Project: EC | KIOS CoE (739551)

    Governments across the world are currently facing the task of selecting suitable intervention strategies to cope with the effects of the COVID-19 pandemic. This is a highly challenging task, since harsh measures may result in economic collapse while a relaxed strategy might lead to a high death toll. Motivated by this, we consider the problem of forming intervention strategies to mitigate the impact of the COVID-19 pandemic that optimize the trade-off between the number of deceases and the socio-economic costs. We demonstrate that the healthcare capacity and the testing rate highly affect the optimal intervention strategies. Moreover, we propose an approach that enables practical strategies, with a small number of policies and policy changes, that are close to optimal. In particular, we provide tools to decide which policies should be implemented and when should a government change to a different policy. Finally, we consider how the presented results are affected by uncertainty in the initial reproduction number and infection fatality rate and demonstrate that parametric uncertainty has a more substantial effect when stricter strategies are adopted. Comment: 30 pages, 31 figures, 3 tables

  • Open Access
    Authors: 
    Nicolaidou, Iolie;
    Publisher: Academic Conferences International Ltd
    Country: Cyprus

    COVID-19 related games have recently been developed to combat misinformation and raise awareness of COVID-19 protocols. COVID-19 related games or gamified apps were designed using top-down approaches (from company to players). The COVID-19 pandemic highlighted challenges in their uptake and usage. Strategies such as co-design may be leveraged to address these challenges, particularly for developing new technologies. This in-progress, exploratory mixed-methods study aimed to engage university students in designing gamified applications to address their needs amidst and post-pandemic. Its first step was to empower students to think of design ideas. The study's research questions were: What are students’ goals for designing pandemic-related gamified apps? To what extent do students make use of gamification techniques in their design? A convenience sample of 20 third/fourth-year undergraduates expressed their ideas individually, in an online class, at a time of university closures (May 2021). A second sample of 37 first-year undergraduates engaged in the same activity in a face-to-face class (December 2021). The data were analyzed using a qualitative data analysis software. Thematic analysis was used, data were coded, and themes and sub-themes emerged. Qualitative analysis of all 57 students’ responses revealed two main themes expressed by students as a goal for their app: a) increasing pandemic awareness and following hygiene protocols (24/57, 42.1%) and b) building resilience through different ways to cope with the pandemic, including physical exercise, social interaction, entertainment and education (31/57, 54.4%). Students maintained similar design goals for proposed apps despite increasingly less strict public-health measures from May to December 2021. The majority of students (52.6%, 30/57) used one to three gamification techniques, while 38.6% of them (22/57) did not use any. Third/fourth-year students used significantly more (t55=4.65, p=0.000) gamification techniques (M=2.35, SD=1.31) compared to first-year students (M=0.81, SD=1.13). The first stage of this study showed value in involving students in the design of interventions that targeted themselves and revealed the need for training students who lack a design background in identifying relevant gamification techniques. Future research will aim to materialize students’ suggested design ideas into design prototypes by involving them in the process through interdisciplinary collaborations.

  • Open Access English
    Authors: 
    Enrico Battisti; Simona Alfiero; Erasmia Leonidou;
    Country: Cyprus

    Digital and Information and Communication Technologies (ICTs) and, consequently, remote working have increased since the start of the COVID-19 pandemic. However, workers' economic-financial perception of remote working conditions, such as digital technology and its implementation, has scarcely been researched. Therefore, this study aims to investigate the economic-financial impacts of remote working on labourers. Using a mixed-methods sequential exploratory design, a sample of 976 workers is investigated. This study highlights that the majority of workers experience a negative economic-financial impact due to the additional costs incurred for digital technology and platforms and for utilities as well as the non-payment of overtime and meal vouchers, which are higher than the savings in commuting costs and out-of-pocket expenses. Furthermore, this research emphasizes that psychological-behavioural variables, specifically job satisfaction and technostress, are essential in the choice to continue working remotely after the COVID-19 pandemic. Finally, our results have important theoretical implications related to the existing literature both on the managerial issues connected to digital transformation, with interdisciplinary elements linked to psychological aspects, and on corporate finance topics associated to the economic-financial impacts of remote working.

  • Publication . Conference object . Article . 2022
    Open Access English
    Authors: 
    Iolie Nicolaidou; Loizos Aristeidis;
    Country: Cyprus

    Supporting students in building psychological resilience is crucial considering the COVID-19 pandemic’s effect on the population’s mental health. Psychological resilience refers to finding ways to cope with stress and achieve goals despite obstacles. It is an important life skill that has become highly relevant in the post-pandemic era. Mobile devices and applications are becoming integral to users’ self-monitoring of health data for their access, convenience, and cost advantages. Most resilience apps target specific professional groups, are not gamified, and lack solid theoretical foundations. Phone-based sensor data collected using Internet of Things (IoT) technology allow for new ways to measure psychological health and provide personalized recommendations. However, none of the existing gamified apps on resilience used IoT. None of the existing resilience apps refers to behavioral change techniques. The proposed resilience app addresses these gaps in the literature. This paper describes the design of a prototype for a gamified, theory-based mobile app that utilizes IoT to provide personalized data and support undergraduates’ resilience in the “new normal” of the pandemic. The poster also provides preliminary data on undergraduates' feasibility and usability evaluation of the prototype, focusing on first-year students. Users set one of three goals daily (focusing on studying, engaging in physical exercise, and socializing), monitor their progress towards achieving them, and receive points and badges when reaching their goals. Goal setting, progress monitoring, and self-reflection at the end of each day are connected to a) self-reported data (e.g., through the use of a short, validated mental health survey that automatically calculates users’ level of anxiety) and b) objectively measured data through the use of IoT (accelerometer and noise sensors) in the app. Users can share their badges on their social media networks. Thirty first-year undergraduates (M=18.41 years old, SD=0.57) tested the prototype resilience app and completed an evaluation questionnaire examining feasibility and usability. Neutral to positive responses (M=3.32 out of 5) were received for all functions indicating feasibility. Design usability was evaluated as satisfactory (System Usability Score=70.3). Future research will evaluate the app in a quasi-experimental setting. Implications for the design of gamified mobile apps for health are drawn.

  • Open Access
    Authors: 
    Eleni Hadjigeorgiou; Paris Vogazianos; Maria-Dolores Christofi; Emma Motrico; Sara Domínguez-Salas; Ana R. Mesquita; Andri Christoforou;
    Publisher: Springer Science and Business Media LLC
    Country: Cyprus

    Abstract Background The current COVID-19 pandemic is a unique stressor with potentially challenging and negative consequences on the experiences of pregnant and postpartum women. International literature highlights the pandemic’s negative impact on women’s perinatal experiences. This is the first study in the scientific literature reporting on the impact of the COVID-19 pandemic, on the perinatal experiences of a large sample of women living in Cyprus. Aim To examine the impact of the COVID-19 pandemic on the experiences, concerns and needs of pregnant and postpartum women in Cyprus. Method The cross-sectional study was conducted from July 2020 to January 2021. A total of 695 women, 355 pregnant and 340 postpartum women (with infants up to 6 months of age), residing in Cyprus were surveyed. Results The great majority of the participants (80.9%) perceived the impact of the COVID-19 pandemic on their life as negative. The greatest sources of stress were identified and quantified for their impact on the participants. Our findings indicate that 74.1% of the pregnant women were concerned about changes due to COVID-19 measures impacting the presence of their family at the time of delivery, 57.2% about their newborn’s health, and 43.1% about changes related to perinatal care. Postpartum women’s concerns were mainly related to the welfare and health of their child (70.3%), whilst half of them (49.1%) expressed concerns about how they were going to care for their baby because of pandemic-related changes. Qualitative data revealed emerging themes as the basis of the pregnant and postpartum women’s concerns and needs. Conclusions The COVID-19 pandemic and the associated imposed measures and restrictions had adverse effects on pregnant and postpartum women’s perinatal experiences in Cyprus. The women’s concerns emphasized the need for the development of specialized, evidenced-based support systems which are essential particularly in pandemic-like situations, when pregnant and postpartum women are more vulnerable to isolation.

  • Open Access English
    Authors: 
    Leonidas C. Leonidou; Bilge Aykol; Thomas A. Fotiadis; Svetla Marinova; Paul Christodoulides;
    Countries: Cyprus, Denmark

    PurposeAnchored on the broaden-and-build theory and the circumplex model, the authors develop and test a conceptual model in which satisfaction, influenced by an effective handling of communication, cooperation, conflict, and opportunism, is set as the predictor of inter-partner creativity in the relationship between hotels and their foreign travel agents under the Covid-19 pandemic.Design/methodology/approachThe conceptual model was tested with data collected from 190 randomly selected hotel units located in Greece, using both online and drop-in questionnaire methods. Data were analyzed using SEM analysis.FindingsSatisfaction with the working relationship was found to be enhanced by improving communication and cooperation, as well as by keeping conflict and opportunism at low levels. This was a strong predictor of inter-partner creativity, although less pronounced under high levels of relational distance and rigidity.Research limitations/implicationsThe study should be extended to other country settings, replicated at different levels of crisis severity, and use dyadic data. Additional environmental factors could be used as boundary conditions, while our model could be expanded to include additional drivers and consequences of inter-partner creativity.Practical implicationsTo generate inter-partner creativity, there is a need to maintain high levels of satisfaction through proper communication, enhanced cooperation, conflict minimization, and avoidance of opportunistic actions. Also, to better translate satisfaction into inter-partner creativity, interacting parties should keep distance at low levels, while at the same time demonstrate greater flexibility.Originality/valueThe study unveils the role of effectively managing behavioral factors in inter-firm relationships to develop creative solutions to the Covid-19 crisis challenges, an issue neglected by prior research. The study also sheds light on the contingent effects of distance and rigidity, two important factors moderating relationships under crisis. The study applies for the first time two psychological-based theories, the broaden-and-build theory and the circumplex model, to an international marketing crisis situation.

  • Open Access
    Authors: 
    Lan, Fan Yun; Scheibler, Christopher; Hershey, Maria Soledad; Cabrera, Juan Luis Romero; Gaviola, Gabriel C.; Yiannakou, Ioanna; Fernandez-Montero, Alejandro; Christophi, Costas A.; Christiani, David C.; Sotos-Prieto, Mercedes; +1 more
    Publisher: Springer Science and Business Media LLC
    Country: Cyprus

    AbstractThere are knowledge gaps regarding healthy lifestyle (HLS) interventions in fire academy settings and also concerning the impacts of the pandemic on training. We enrolled fire recruits from two fire academies (A and B) in New England in early 2019 as the historical control group, and recruits from academies in New England (B) and Florida (C), respectively, during the pandemic as the intervention group. The three academies have similar training environments and curricula. The exposures of interest were a combination of (1) an HLS intervention and (2) impacts of the pandemic on training curricula and environs (i.e. social distancing, masking, reduced class size, etc.). We examined the health/fitness changes throughout training. The follow-up rate was 78%, leaving 92 recruits in the historical control group and 55 in the intervention group. The results show an HLS intervention improved the effects of fire academy training on recruits healthy behaviors (MEDI-lifestyle score, 0.5 ± 1.4 vs. − 0.3 ± 1.7), systolic blood pressure (− 7.2 ± 10.0 vs. 2.9 ± 12.9 mmHg), and mental health (Beck Depression score, − 0.45 ± 1.14 vs. − 0.01 ± 1.05) (all P < 0.05). The associations remained significant after multivariable adjustments. Moreover, a 1-point MEDI-lifestyle increment during academy training is associated with about 2% decrement in blood pressures over time, after multivariable adjustments (P < 0.05). Nonetheless, the impacts of pandemic restrictions on academy procedures compromised physical fitness training, namely in percent body fat, push-ups, and pull-ups.

  • Open Access English
    Authors: 
    Iolie Nicolaidou; Loizos Aristeidis; Lambros Lambrinos;
    Country: Cyprus

    Resilience, a person's mental ability to deal with challenging situations adaptively, is an important life skill. Supporting students in building psychological resilience and coping during crises (with the COVID-19 pandemic being a prime example) is crucial. Very few mobile applications (apps) for mental health explicitly report behavioral change techniques. Moreover, only a handful of the apps that support resilience are gamified, or use smartphone sensors readily available in modern smartphones for health self-management, or were designed for use by a nonclinical population. This study describes the design of a prototype for a gamified, theory-based mobile app that utilizes the Internet of Things to provide personalized data and enhance undergraduate students’ resilience. A total of 74 participants evaluated the prototype and completed an online questionnaire during the COVID-19 lockdowns. The questionnaire included questions examining the design's feasibility for supporting resilience and questions on the System Usability Scale evaluating its usability. Regarding the evaluation of the prototype on improving psychological resilience, positive responses ( M = 3.76 out of 5, SD = 0.82) were received for all functions (goal setting for studying, socializing and physical exercise, progress monitoring using sensors or self-reporting, reflection, motivational badges). The System Usability Scale returned an evaluation score of 72.9, indicating a satisfactory degree of usability. The resilience app is a promising proof of concept. Combining Internet of Things capabilities with active user interaction while incorporating behavior change techniques in a gamified environment was well accepted by students. Implications for the design of gamified environments for well-being are drawn. Future research will empirically validate its design using quasi-experimental methods.

  • Open Access English
    Authors: 
    Ruhana Zareen Gofran; Sotiroula Liasidou; Andros Gregoriou;
    Country: Cyprus

    We examine the influence of COVID-19 on liquidity of the tourism industry in the UK, Europe and Spain. In the short run, the pandemic causes significant negative stock market reaction in the tourism industry. In the long run, the tourism industry recovers from the fall in returns due to the pandemic. Liquidity significantly decreases due to COVID-19, for the UK, European and Spanish tourism markets, even when we encapsulate the influence of stock prices, trading volume and volatility. Our findings suggest that European equity markets have declined in efficiency due to the pandemic in the tourism industry. Our empirical analysis has important implications for policy makers. Tourism recovery strategies from the pandemic are required with immediate effect in order to restore the valuation of the tourism companies, given that the negative stock price reaction and lack of liquidity significantly reduces market value of the tourism firms across Europe. In order for the tourism industry to fully recover from COVID-19, investors need to have the confidence to buy large volumes of tourism company stocks, which will increase the price and liquidity, leading to a substantial increase in market capitalization.

  • Publication . Master thesis . 2022
    Open Access Greek, Modern (1453-)
    Publisher: Πανεπιστήμιο Κύπρου, Σχολή Θετικών και Εφαρμοσμένων Επιστημών / University of Cyprus, Faculty of Pure and Applied Sciences
    Country: Cyprus

    Η πανδημία Κορονοϊού του 2019 έφερε τα πάνω κάτω σε πολλούς τομείς και σε πάμπολλους επαγγελματικούς χώρους. Ένας από τους χώρους που πλήγηκε ήταν και ο μουσικός. Διαφάνηκε έτσι η ανάγκη εξεύρεσης εναλλακτικών τρόπων παρουσίασης της εργασίας των μουσικών. Οι εικονικές συναυλίες είναι η ουσιαστική λύση στο πρόβλημα. Μια πρώιμη εργασία στη λύση του προβλήματος επιχειρήθηκε στη Διατριβή αυτή. Χρησιμοποιώντας το πρόγραμμα τρισδιάστατης μοντελοποίησης “Blender” κατασκευάστηκαν πλήκτρα πιάνου που μπορούσαν να κινούνται. Στην συνέχεια, μέσω του “Unreal Engine”, έγινε σύνδεση του ήχου με το παίξιμο των πλήκτρων κάνοντας χρήση του MIDI. Ακολούθησε η δημιουργία μουσικής σκηνής, τροποποιώντας υπάρχων τρισδιάστατο μοντέλο. Αξιοποιώντας το Metahuman Creator δημιουργήθηκε ο εικονικός μουσικός. Η καταγραφή των εκφράσεων του πραγματικού μουσικού και η μετάδοσή του στον εικονικό, συνόδευε την εργασία, κάτι που επιτεύχθηκε μέσω του Live Link Face. Η κίνηση σε πραγματικό χρόνο του σώματος του εικονικού μουσικού (όλου του χεριού με τα δάκτυλα) υλοποιήθηκε σε ικανοποιητικό βαθμό με IK. Έτσι, σε ευθετότερο χρόνο, η τελειοποίηση της εικονική συναυλίας με προσθήκη θεατών και αντικατάσταση του πιάνου με άλλα μουσικά όργανα δεν αποτελεί ανέφικτη προσδοκία. CYENS Centre of Excellence