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Communication

Stephen F. Austin State University

Faculty Publications

Articles 1 - 2 of 2

Full-Text Articles in Medicine and Health Sciences

Simulating Medical Isolation: Communicatively Managing Patient And Medical Team Safety, Elizabeth Spradley, R. Tyler Spradley Jan 2020

Simulating Medical Isolation: Communicatively Managing Patient And Medical Team Safety, Elizabeth Spradley, R. Tyler Spradley

Faculty Publications

Reducing hospital acquired or associated infections (HAIs) is a national public health priority. HAIs pose risks to patients, visitors, and medical personnel. To better understand how to communicatively manage safety in medical isolation, data was collected with nursing students simulating medical isolation in a high-fidelity simulation with a medical mannequin with C. difficile. Observations of nursing students and faculty revealed four distinct communication practices: social support, patient education, humor, and storytelling. Conclusions include recommendations to intentionally design these communication practices into high-fidelity medial isolation simulations and scale up these communication practices in routines of safety.


How Can A Video Game Cause Panic Attacks? 1. Effects Of An Auditory Stressor On The Human Brainstem, Judith Lauter, Elizabeth Mathukutty, Brandon Scott Jan 2009

How Can A Video Game Cause Panic Attacks? 1. Effects Of An Auditory Stressor On The Human Brainstem, Judith Lauter, Elizabeth Mathukutty, Brandon Scott

Faculty Publications

The auditory brainstem response (ABR) was recorded during simultaneous binaural presentation of two types of sounds: 1) condensation clicks presented through in-the-ear earphones at 43.1/sec, 60dB nHL; and 2) recordings of breathing sounds, presented through supra-aural headphones, at levels adjusted by participants to be equivalent to the clicks. In alternate blocks, the breathing sounds were either: 1) a recording of quiet breathing (blocks 1, 3, 5); or 2) a recording of erratic (stressed) breathing (blocks 2, 4). The erratic breathing was modeled on a video game soundtrack in which the character was represented as running, wounded, and frightened. Four 2048-sweep …