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1.
J Neuroeng Rehabil ; 7: 11, 2010 Feb 19.
Artigo em Inglês | MEDLINE | ID: mdl-20170519

RESUMO

BACKGROUND: As physical and cognitive rehabilitation protocols utilizing virtual environments transition from single applications to comprehensive rehabilitation programs there is a need for a new design cycle methodology. Current human-computer interaction designs focus on usability without benchmarking technology within a user-in-the-loop design cycle. The field of virtual rehabilitation is unique in that determining the efficacy of this genre of computer-aided therapies requires prior knowledge of technology issues that may confound patient outcome measures. Benchmarking the technology (e.g., displays or data gloves) using healthy controls may provide a means of characterizing the "normal" performance range of the virtual rehabilitation system. This standard not only allows therapists to select appropriate technology for use with their patient populations, it also allows them to account for technology limitations when assessing treatment efficacy. METHODS: An overview of the proposed user-centered design cycle is given. Comparisons of two optical see-through head-worn displays provide an example of benchmarking techniques. Benchmarks were obtained using a novel vision test capable of measuring a user's stereoacuity while wearing different types of head-worn displays. Results from healthy participants who performed both virtual and real-world versions of the stereoacuity test are discussed with respect to virtual rehabilitation design. RESULTS: The user-centered design cycle argues for benchmarking to precede virtual environment construction, especially for therapeutic applications. Results from real-world testing illustrate the general limitations in stereoacuity attained when viewing content using a head-worn display. Further, the stereoacuity vision benchmark test highlights differences in user performance when utilizing a similar style of head-worn display. These results support the need for including benchmarks as a means of better understanding user outcomes, especially for patient populations. CONCLUSIONS: The stereoacuity testing confirms that without benchmarking in the design cycle poor user performance could be misconstrued as resulting from the participant's injury state. Thus, a user-centered design cycle that includes benchmarking for the different sensory modalities is recommended for accurate interpretation of the efficacy of the virtual environment based rehabilitation programs.


Assuntos
Benchmarking , Reabilitação/instrumentação , Interface Usuário-Computador , Acuidade Visual , Adulto , Humanos , Masculino
2.
Mil Med ; 183(suppl_1): 105-110, 2018 03 01.
Artigo em Inglês | MEDLINE | ID: mdl-29635597

RESUMO

Objective: To examine the feasibility of utilizing electronic health records (EHR) to determine a metric for identifying physician diagnostic and treatment deviations in standards of care for different disease states. Methods: A Boolean-rule-based model compared deviations in standards of care across four disease states: diabetes, cardiovascular disease, asthma, and rheumatoid arthritis. This metric was used to identify the relationship between physician deviations in standards of care procedures, before and after diagnosis, for 76 internal medicine physicians. Results: The Boolean-rule-based model identified patterns of standards of care deviation for the physicians before diagnosis and during treatment. The deviations identified for each of the four disease states were then related to Continuing Medical Education courses that could support further training. The rule-based model was extended and improved by including system and process aspects of medical care that are not specifically related to the physician, yet potentially have an impact on the physician's decision to deviate from the standards of care. Conclusion: The Boolean-rule-based approach provided a means to systematically mine EHRs and use these data to assess deviations in standards of care that could identify quality of care issues stemming from system processes or the need for specific CME for a physician.


Assuntos
Registros Eletrônicos de Saúde/estatística & dados numéricos , Fidelidade a Diretrizes/normas , Erros Médicos , Padrão de Cuidado/tendências , Adulto , Simulação por Computador/normas , Simulação por Computador/estatística & dados numéricos , Registros Eletrônicos de Saúde/instrumentação , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Médicos/normas , Médicos/estatística & dados numéricos , Estudos Retrospectivos
3.
Stud Health Technol Inform ; 119: 480-5, 2006.
Artigo em Inglês | MEDLINE | ID: mdl-16404104

RESUMO

In this paper we propose a method to simulate morphological changes caused by both closed and tension pneumothorax. We consider a clinical parameter, the pneumothorax-index (i.e., the degree of lung collapse), as the input to the simulation. Specifically, such an index constitutes a key parameter to the computation of the changes in size and shape of the affected lung. Once the index is obtained, the increase in ventilation rate and the change in the pressure-volume relationship of the affected lung are then computed. For tension pneumothorax, the air continuously flows into the pleural cavity and thus every exhalation is followed by the changes seen for a closed pneumothorax, until the affected lung collapses. The subsequent closure of pulmonary veins and resulting hyper expansion of the apposing lung is also presented. Results show a real-time visualization of closed and tension pneumothorax using a high-resolution 3D model obtained from a normal human subject.


Assuntos
Simulação por Computador , Imageamento Tridimensional , Pneumotórax/patologia , Algoritmos , Humanos , Complacência Pulmonar , Estados Unidos
4.
Phys Ther ; 96(4): 521-32, 2016 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-26316530

RESUMO

This perspective article explores the utility of active video gaming as a means of reducing sedentary behavior and increasing physical activity among youth with physical disabilities and limitations in lower extremity function who typically are excluded from mainstream exercise options. Youth with physical disabilities are disproportionately affected by health problems that result from sedentary behavior, lack of physical activity, and low fitness levels. Physical, programmatic, and attitudinal barriers have a synergistic and compounded impact on youths' ability to participate in physical activity. A recent health and wellness task force recommendation from the American Physical Therapy Association's Section on Pediatrics supports analyzing individualized health behaviors and preferences that are designed to improve fitness, physical activity, and participation in pediatric rehabilitation. This recommendation represents an opportunity to explore nontraditional options to maximize effectiveness and sustainability of pediatric rehabilitation techniques for youth with disabilities who could best benefit from customized programming. One new frontier in promoting physical activity and addressing common physical activity barriers for youth with physical disabilities is active video games (AVGs), which have received growing attention as a promising strategy for promoting health and fitness in children with and without disabilities. The purpose of this article is to discuss the potential for AVGs as an accessible option to increase physical activity participation for youth with physical disabilities and limitations in lower extremity function. A conceptual model on the use of AVGs to increase physical activity participation for youth with physical disabilities is introduced, and future research potential is discussed, including a development project for game controller adaptations within the Rehabilitation Engineering Research Center on Interactive Exercise Technologies and Exercise Physiology for People With Disabilities (RERC RecTech) at the University of Alabama at Birmingham (UAB)/Lakeshore Foundation Research Collaborative.


Assuntos
Crianças com Deficiência , Atividade Motora , Jogos de Vídeo , Adolescente , Criança , Metabolismo Energético , Desenho de Equipamento , Humanos , Obesidade Infantil/prevenção & controle , Comportamento Sedentário
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