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1.
Comput Biol Med ; 171: 108193, 2024 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-38387382

RESUMO

BACKGROUND: Dysphagia is a disorder that can be associated to several pathological conditions, including neuromuscular diseases, with significant impact on quality of life. Dysphagia often leads to malnutrition, as a consequence of the dietary changes made by patients or their caregivers, who may deliberately decide to reduce or avoid specific food consistencies (because they are not perceived as safe), and the lack of knowledge in how to process foods are critics. Such dietary changes often result in unbalanced nutrients intake, which can have significant consequences for frail patients. This paper presents the development of a prototypical novel ontology-based Decision Support System (DSS) to support neuromuscular patients with dysphagia (following a per-oral nutrition) and their caregivers in preparing nutritionally balanced and safe meals. METHOD: After reviewing scientific literature, we developed in collaboration with Ear-Nose-Throat (ENT) specialists, neurologists, and dieticians the DSS formalizes expert knowledge to suggest recipes that are considered safe according to patient's consistency limitations and dysphagia severity and also nutritionally well-balanced. RESULTS: The prototype can be accessed via digital applications both by physicians to generate and verify the recommendations, and by the patients and their caregivers to follow the step-by-step procedures to autonomously prepare and process one or more recipe. The system is evaluated with 9 clinicians to assess the quality of the DSS's suggested recipes and its acceptance in clinical practice. CONCLUSIONS: Preliminary results suggest a global positive outcome for the recipes inferred by the DSS and a good usability of the system.


Assuntos
Transtornos de Deglutição , Humanos , Qualidade de Vida , Alimentos , Estado Nutricional
2.
Front Psychol ; 14: 1245857, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37954185

RESUMO

Introduction: In Industry 4.0, collaborative tasks often involve operators working with collaborative robots (cobots) in shared workspaces. Many aspects of the operator's well-being within this environment still need in-depth research. Moreover, these aspects are expected to differ between neurotypical (NT) and Autism Spectrum Disorder (ASD) operators. Methods: This study examines behavioral patterns in 16 participants (eight neurotypical, eight with high-functioning ASD) during an assembly task in an industry-like lab-based robotic collaborative cell, enabling the detection of potential risks to their well-being during industrial human-robot collaboration. Each participant worked on the task for five consecutive days, 3.5 h per day. During these sessions, six video clips of 10 min each were recorded for each participant. The videos were used to extract quantitative behavioral data using the NOVA annotation tool and analyzed qualitatively using an ad-hoc observational grid. Also, during the work sessions, the researchers took unstructured notes of the observed behaviors that were analyzed qualitatively. Results: The two groups differ mainly regarding behavior (e.g., prioritizing the robot partner, gaze patterns, facial expressions, multi-tasking, and personal space), adaptation to the task over time, and the resulting overall performance. Discussion: This result confirms that NT and ASD participants in a collaborative shared workspace have different needs and that the working experience should be tailored depending on the end-user's characteristics. The findings of this study represent a starting point for further efforts to promote well-being in the workplace. To the best of our knowledge, this is the first work comparing NT and ASD participants in a collaborative industrial scenario.

3.
Disabil Rehabil Assist Technol ; : 1-10, 2023 Jun 05.
Artigo em Inglês | MEDLINE | ID: mdl-37272556

RESUMO

PURPOSE: To investigate the acceptability and user experience of an in-hospital endurance training program based on the Virtual Park, a semi-immersive Virtual Reality (VR) system for patients with Chronic Obstructive Pulmonary Disease (COPD).Materials and methodsPatients performed 20 min of cycling two times/day for around ten days. The evaluation included adherence, exercise capacity, physical performance, and user experience. RESULTS: Fourteen patients (6 F/8 M; age = 71.29 ± 6.93 years) with mild/moderate COPD participated. The adherence rate was satisfying: 85.71% of patients attended the program without adverse events; the individual attendance rate (86.85% ± 27.43) was also high. The exercise capacity assessed before and after the training significantly improved in our group (6MWT pre-post: t(11)= -5.040, p < 0.05), as happens in standard PR programs. The physical performance metrics of each session indicate that all participants could sustain the proposed training protocol over the whole period. Patients judged the VR experience positively (User Experience Questionnaire = 1.84 ± 0.22) and were highly engaged in the activity for the whole period (Short Flow State Scale pre-post: 4.61 ± 0.27/4.40 ± 0.36). CONCLUSIONS: Our preliminary results open the possibility for further investigations on long-term motivation and clinical effectiveness of more immersive VR interventions for COPD.


The Virtual Park system is specifically designed for COPD, allows personalized endurance training in compliance with official clinical recommendations, while providing a semi-immersive virtual reality experience of a bicycle ride in a park.Patients reported a positive experience after two weeks of training with the Virtual Park cycling system; they were highly engaged in the activity for the whole period and across multiple sessions.

4.
Sensors (Basel) ; 22(21)2022 Oct 27.
Artigo em Inglês | MEDLINE | ID: mdl-36365947

RESUMO

Mild cognitive impairment (MCI) is an early stage of cognitive abilities loss and puts older adults at higher risk of developing dementia. Virtual reality (VR) could represent a tool for the early assessment of this pathological condition and for administering cognitive training. This work presents a study evaluating the acceptance and the user experience of an immersive VR application representing a supermarket. As the same application had already been assessed in Italy, we aimed to perform the same study in Estonia in order to compare the outcomes in the two populations. Fifteen older adults with MCI were enrolled in one Rehabilitation Center of Estonia and tried the supermarket once. Afterwards, they were administered questionnaires aimed at evaluating their technology acceptance, sense of presence, and cybersickness. Estonian participants reported low side effects and discrete enjoyment, and a sense of presence. Nonetheless, their intention to use the technology decreased after the experience. The comparison between Italian and Estonian older adults showed that cybersickness was comparable, but technology acceptance and sense of presence were significantly lower in the Estonian group. Thus, we argue that: (i) cultural and social backgrounds influence technology acceptance; (ii) technology acceptance was rather mediated by the absence of positive feelings rather than cybersickness.


Assuntos
Transtornos Cognitivos , Disfunção Cognitiva , Realidade Virtual , Humanos , Idoso , Estônia , Cognição
5.
J Alzheimers Dis ; 80(3): 1025-1038, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-33646164

RESUMO

BACKGROUND: Virtual reality (VR) has recently emerged as a promising means for the administration of cognitive training of seniors at risk of dementia. Immersive VR could result in increased engagement and performances; however, its acceptance in older adults with cognitive deficits still has to be assessed. OBJECTIVE: To assess acceptance and usability of an immersive VR environment requiring real walking and active participants' interaction. METHODS: 58 seniors with mild cognitive impairment (MCI, n = 24) or subjective cognitive decline (SCD, n = 31) performed a shopping task in a virtual supermarket displayed through a head-mounted display. Subjective and objective outcomes were evaluated. RESULTS: Immersive VR was well-accepted by all but one participant (TAM3 positive subscales > 5.33), irrespective of the extent of cognitive decline. Participants enjoyed the experience (spatial presence 3.51±0.50, engagement 3.85±0.68, naturalness 3.85±0.82) and reported negligible side-effects (SSQ: 3.74; q1-q3:0-16.83). The environment was considered extremely realistic, such as to induce potentially harmful behaviors: one participant fell while trying to lean on a virtual shelf. Older participants needed more time to conclude trials. Participants with MCI committed more errors in grocery items' selection and experienced less "perceived control" over the environment. CONCLUSION: Immersive VR was acceptable and enjoyable for older adults in both groups. Cognitive deficits could induce risky behaviors, and cause issues in the interactions with virtual items. Further studies are needed to confirm acceptance of immersive VR in individuals at risk of dementia, and to extend the results to people with more severe symptoms.


Assuntos
Disfunção Cognitiva/reabilitação , Reabilitação Neurológica/métodos , Aceitação pelo Paciente de Cuidados de Saúde , Realidade Virtual , Idoso , Feminino , Humanos , Masculino , Pessoa de Meia-Idade
6.
Cyberpsychol Behav Soc Netw ; 24(11): 767-771, 2021 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-33739862

RESUMO

An experiment on a nonclinical sample to investigate influences of virtual reality (VR) on dissociation, mindfulness, and self-efficacy is reported. The participants were immersed for 20 minutes with a VR system in a large virtual apartment and have been charged to look around and find a set of objects previously observed on pictures. Questionnaires pre- and postimmersion were administered to measure the levels of such psychological constructs; cybersickness was assessed as well. Results showed an upward trend in dissociation and a significant increase of mindfulness after immersion in the VR environment. No influences on self-efficacy were found. Findings are discussed with reference to past studies, where a different picture emerged, by considering possible differences due to changes in technology and context.


Assuntos
Atenção Plena , Realidade Virtual , Humanos , Autoeficácia , Inquéritos e Questionários , Interface Usuário-Computador
7.
Sensors (Basel) ; 18(7)2018 Jul 21.
Artigo em Inglês | MEDLINE | ID: mdl-30037067

RESUMO

The use of technology for educational purposes is a consolidated reality, and many new tools are constantly being devised and offered for use with both normally developing children and children with special needs. Nonetheless, a detailed analysis of the processes being stimulated and of the goals being pursued is often lacking or absent. In this work we describe the design, development and preliminary testing of an integrated system which combines the use of smart devices, a physical cube, augmented reality (AR) technology, a smart TV, and a software application especially designed to stimulate cognitive and social functions in pre-school children. The system was tested with three groups of children (25 children in total) during kindergarten activities. The results show that the system is easy to understand, elicits high levels of participation and social interaction, favors strategic behaviors, and can be used by the children with limited need of instruction and support by the adult. The implications for empowerment in typically developing children and the possibilities for use with children who have specific impairments in social communication are discussed.


Assuntos
Poder Psicológico , Resolução de Problemas , Habilidades Sociais , Adulto , Pré-Escolar , Comunicação , Feminino , Humanos , Relações Interpessoais , Itália , Masculino
8.
Sensors (Basel) ; 18(7)2018 Jul 19.
Artigo em Inglês | MEDLINE | ID: mdl-30029502

RESUMO

We present the architecture and usability evaluation of virtual reality system-"Positive Bike"-designed for improving cognitive and motor conditions in frail elderly patients. The system consists of a cycle-ergometer integrated in an immersive virtual reality system (CAVE) which allows combining motor and cognitive exercises according to a "dual-task" paradigm. We tested the usability and user's experience of the prototype in a pilot evaluation study that involved five elderly patients. The prototype was tested in one-session training to understand the limitations and areas for improvement of our system. The evaluation consisted in (i) usability assessment using the system usability scale; (ii) evaluation of user's engagement using the flow state scale; and (iii) expert evaluation involving interviews with domain experts. Results showed a good usability, both for system usability scale and the semi-structured interview. The level of flow (i.e., enjoyment with the task at hand) measured using the short flow state scale, was also high. Analysis of semi-structured interview carried out with domain experts provided further indications to improve the system. Overall, these findings show that, despite some limitations, the system is usable and provides an enjoyable user's experience.


Assuntos
Ciclismo/fisiologia , Cognição , Terapia por Exercício , Interface Usuário-Computador , Realidade Virtual , Idoso , Idoso de 80 Anos ou mais , Ciclismo/psicologia , Terapia por Exercício/psicologia , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Projetos Piloto
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