Bryan Raudenbush
Wheeling Jesuit University
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Featured researches published by Bryan Raudenbush.
Appetite | 1999
Bryan Raudenbush; Robert A. Frank
The present study assesses the effects of food familiarity on food ratings of neophobics and neophilics by having them sample and evaluate familiar and novel foods. Level of neophobia was assessed using the Food Neophobia Scale (FNS). Participants rated their familiarity with each food, their willingness to try the foods and expected liking for the foods, as well as their actual liking for the foods after they were sampled. Willingness to try the foods again in the future, and the amount of food sampled were also assessed. Evaluations of the foods were more positive for familiar vs. unfamiliar foods across all study participants. The responses of neophobics and neophilics were similar for familiar foods, but differed when the foods were unfamiliar, with neophobics making more negative evaluations. Neophobics and neophilics differed least in their liking ratings of the stimuli that were made after the foods were actually sampled, and differed most in their ratings of willingness to try the foods. It is concluded that neophobics have different expectancies about unfamiliar foods, and that these expectancies influence food sampling and rating behaviors. The neophobics negative attitude toward an unfamiliar food may be ameliorated, but is not eliminated, once sensory information about the food is obtained.
Perceptual and Motor Skills | 2003
Shannon Barker; Pamela Grayhem; Jerrod Koon; Jessica Perkins; Allison Whalen; Bryan Raudenbush
Previous research indicates the presence of certain odors is associated with enhanced task performance. The present study investigated use of peppermint odor during typing performance, memorization, and alphabetization. Participants completed the protocol twice—once with peppermint odor present and once without. Analysis indicated significant differences in the gross speed, net speed, and accuracy on the typing task, with odor associated with improved performance. Alphabetization also improved significantly under the odor condition but not typing duration or memorization. These results suggest peppermint odor may promote a general arousal of attention, so participants stay focused on their task and increase performance.
Perceptual and Motor Skills | 2002
Bryan Raudenbush; Brian Meyer; William Eppich; Nathan Corley; Stephanie C. Petterson
Pleasantness and intensity ratings of beverages served in containers congruent and incongruent with expectancy were assessed. Past research has shown that the violation of food expectancies, e.g., color, taste, temperature, leads to more negative evaluations of food. Thus, it was hypothesized that beverages sampled from a container incongruent with expectancy, e.g., beer from a coffee cup, would be rated less favorably than the same beverage sampled from a container congruent with expectancy, e.g., beer from a beer bottle. 61 participants evaluated three beverages (beer, orange juice, and hot chocolate) in three containers (bottle, glass, and cup) using 11-point racing scales for pleasantness and intensity. Analysis indicated beverages were rated as significantly more pleasant in containers congruent with expectancy, as well as rated more intense when presented in bottles. These results further address the effects of violating expectations on producing negative hedonic evaluations.
Perceptual and Motor Skills | 2009
Bryan Raudenbush; Jerrod Koon; Trevor Cessna; Kristin McCombs
Two studies assessed whether playing video games would significantly distract participants from painful stimulation via a cold pressor test. In Study 1, participants (8 men, 22 women, M age= 18.5 yr., SD = 1.3) in an action-oriented game condition tolerated pain for a longer time period and reported lower pain intensity ratings than those in a nonaction-oriented game or a nongame control condition. No differences were found on scores of aggressiveness, competitiveness, or prior video game experience, suggesting that these factors play little role. In Study 2, participants (14 men, 13 women, M age= 19.7 yr., SD= 1.3) engaged in six video game conditions (action, fighting, puzzle, sports, arcade, and boxing) and a nongame control condition. Video game play produced an increase in pulse, which was greatest during the action, fighting, sports, and boxing games. Pain tolerance was greatest during the sports and fighting games. Thus, certain games produce greater distraction, which may have implications for the medical field as an adjunct to pain management.
American Journal of Rhinology & Allergy | 2011
Bryan Raudenbush
Background Several nasal dilator devices designed to stent the anterior nasal airway to increase peak nasal inspiratory flow (PNIF) currently exist; however, comparisons of such devices are limited. This study was designed to compare the efficacy of two different nasal dilator devices, an internal device (Max-Air Nose Cones; Sanostec Corp., Beverly Farms, MA) and an external device (Breathe Right nasal strip; GlaxoSmithKline, Brentford, Middlesex, U.K.) on stenting of the anterior nasal airway to maximize PNIF. Methods Repeated measurements of PNIF were obtained in 30 individuals noting complaints of sleep-disordered breathing due to nasal breathing discomfort and nasal airway obstruction, both with and without the two different nasal dilator devices. Results A one-within analysis of variance (ANOVA) was performed among the three conditions (control, Max-Air Nose Cones, and Breathe Right nasal strip), and a statistically significant effect was found (F[2,58] = 298.13; p< 0.00001). Tukey post hoc contrasts revealed that the control condition PNIF (66.07 L/min) was significantly lower than both the Max-Air Nose Cones (138.73 L/min) and the Breathe Right nasal strip (102.17 L/min) conditions. The Max-Air Nose Cone increased inspiratory airflow by 73 L/min, or a 110% improvement over baseline. In addition, the Max-Air Nose Cone condition PNIF was significantly higher than both the control condition and the nasal strip condition. Conclusion Although both the Max-Air Nose Cones and the Breathe Right nasal strips increased PNIF from baseline, the Max-Air Nose Cones showed significantly greater efficacy at stenting the anterior nasal airway, providing twice the improvement in PNIF over baseline than did the Breathe Right nasal strips.
Appetite | 2007
T. Cessna; Bryan Raudenbush; A. Reed; R. Hunker
Past research investigating the link between childhood obesity and activity participation, television viewing and video game use found children with higher BMIs played moderate amounts of electronic games, while children with lower BMIs played low amounts of electronic games. To investigate the possibility of video games being a distraction to food consumption in a controlled environment, 90 participants entered a testing room in which 10 ounces of Hersheys MM however, there was no difference in the males between the control and puzzle conditions. Females ate the most in the control condition, with no difference between the fighting and puzzle conditions. Playing either video game decreased both male and female participants’ ability to adequately estimate how much was consumed. Thus, video games of any type may lead to underestimating food consumption, and may contribute to decreased healthiness and increased weight gain.
Appetite | 2007
K. Blacker; R. Drake; A. Reed; J. Almeida; Bryan Raudenbush
In recent years it has become more apparent that disordered eating and unrealistic concepts of attractiveness have created a major problem in women, especially young adult female athletes. The present study administed a variety of body image, dieting, and eating-oriented questionnaires to 61 female intercollegiate athletes. Track/Field, Soccer, Basketball, Cheerleading, Softball, and Volleyball were represented. Questionnaires included a pictorial body image scale that varied in terms of muscularity, the Eating Disorder Inventory (EDI), the Eating Attitudes Test (EAT), the Eating Habits Questionnaire (EHQ), and a food neophobic/neophilic scale (FNS). Female athletes in all sports chose an “IDEAL” figure which was less muscular than their “CURRENT” figure. Soccer players had the lowest body dissatisfaction and volleyball players had the highest. Among the EDI sub-scales, there was a significant difference between Track and Field and Basketball on the scale of Bulimina, with Track and Field being highest and Basketball being lowest. There was a trend in Perfectionism between Cheerleading being the lowest and Track and Field being the highest. In addition, there was a significant correlation between 6 of the 8 EDI sub-scales and body dissatisfaction. Drive for thinness, interceptive awareness, bulimia, body dissatisfaction, ineffectiveness, and maturity fears were all correlated with levels of body dissatisfaction. These results further support the need for intervention and education concerning promoting realistic body expectations among female athletes.
Appetite | 2007
A. Reed; Bryan Raudenbush
Previous research indicates green tea extract can have beneficial effects on health and performance. The present study was designed to determine the extent to which green tea extract significantly impacts cognitive functioning, endurance, perceived workload, and mood over time. Participants were 18 student athletes who were tested over a 6-week time period . Results of the experiment reveal athletes show a significant improvement in the number of push-ups completed when given green tea extract. No statistically significant improvements were found for cognition, mood, or perceived workload; however, the majority of these measures were greater in the green tea condition. The implication of these results is that natural, and in the case of green tea, very healthy, substances could be used to enhance endurance, rather than pharmacological methods such as caffeine and steroids.
Appetite | 2000
H.M. Hendy; Bryan Raudenbush
North American Journal of Psychology | 2009
Bryan Raudenbush; Rebecca Grayhem; Tom Sears; Ian Wilson