Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 20 de 30
Filtrar
1.
Psych J ; 13(5): 804-812, 2024 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-38632076

RESUMO

Based on the functional assessment concept and embodied assessment requirements, the present study aimed to design and develop an assessment tool for children with intellectual disabilities with the help of somatosensory interactive (SI) technology. The sample in this study consisted of 73 children with intellectual disabilities and 70 children with typical development. Data were collected through three SI tasks, four traditional executive function tasks, and user experience interviews to analyse the effectiveness of the SI assessment tool. The results showed that the SI assessment tool had good scale validity, discriminant validity, and the ability to identify intellectual disabilities. Children preferred SI tasks and showed higher involvement and more positive emotions. The SI tool with three SI tasks is a more scientific, effective, and advanced tool for assessing children with intellectual disabilities.


Assuntos
Deficiência Intelectual , Humanos , Criança , Masculino , Feminino , Função Executiva/fisiologia , Reprodutibilidade dos Testes
2.
Ann Neurosci ; 31(1): 36-43, 2024 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-38584986

RESUMO

Background: COVID-19 has brought many hurdles, and people have had to adjust to new ways. The online class was one such adjustment. Students in health science and engineering streams have more practical learning than theory. The online classes halted the normal teaching-learning processes and brought in unique set of difficulties which was a challenge to both the teacher and the student. Purpose: This study was undertaken to understand the effect of online learning on achievement motivation among health sciences and engineering students during the COVID-19 pandemic and to find out if there is a significant difference across gender, age, type of internet connectivity, and rural/urban areas. Methods: This was a survey-based comparative study. The sample size was 440 and consisted of health science and engineering undergraduate college students, both male and female, in the age group of 17-24 years. Data were collected through the Achievement Motivation Scale given online. A descriptive, z-test, and ANOVA were used to analyze the data. Results: The average need for motivation was shown by 50% of engineering students and 54.55% of health science students. High motivation was shown by only 1.36% of engineering students and 0% of health science students. Females showed better achievement motivation than males, and those having good connectivity and staying in urban areas showed higher achievement motivation. Conclusion: Lockdowns cannot be predicted, but the government needs to be effective in its planning for the rural population with regards to internet connectivity. Policymakers concerned with education should come up with modified teaching strategies for better student engagement. Even during regular off-line teaching, one day a week should be devoted to online classes so that this becomes part of the regular curriculum.

4.
Bioengineering (Basel) ; 10(12)2023 Nov 23.
Artigo em Inglês | MEDLINE | ID: mdl-38135937

RESUMO

Immersive technologies have thrived on a strong foundation of software and hardware, injecting vitality into medical training. This surge has witnessed numerous endeavors incorporating immersive technologies into surgery simulation for surgical skills training, with a growing number of researchers delving into this domain. Relevant experiences and patterns need to be summarized urgently to enable researchers to establish a comprehensive understanding of this field, thus promoting its continuous growth. This study provides a forward-looking perspective by reviewing the latest development of immersive interactive technologies for surgery simulation. The investigation commences from a technological standpoint, delving into the core aspects of virtual reality (VR), augmented reality (AR) and mixed reality (MR) technologies, namely, haptic rendering and tracking. Subsequently, we summarize recent work based on the categorization of minimally invasive surgery (MIS) and open surgery simulations. Finally, the study showcases the impressive performance and expansive potential of immersive technologies in surgical simulation while also discussing the current limitations. We find that the design of interaction and the choice of immersive technology in virtual surgery development should be closely related to the corresponding interactive operations in the real surgical speciality. This alignment facilitates targeted technological adaptations in the direction of greater applicability and fidelity of simulation.

5.
Animals (Basel) ; 13(4)2023 Feb 16.
Artigo em Inglês | MEDLINE | ID: mdl-36830486

RESUMO

For thousands of years, dogs have coexisted with humans and have been adopted as companion pets and working animals. The communication between humans and dogs has improved their coexistence and socialization; however, due to the nature of their activities, dogs and humans occasionally lose face-to-face contact. The purpose of this scoping review is to examine five essential aspects of current technology designed to support intentional communication between humans and dogs in scenarios where there is no face-to-face contact: (1) the technologies used, (2) the activity supported, (3) the interaction modality, (4) the evaluation procedures, and the results obtained, and (5) the main limitations. In addition, this article explores future directions for research and practice. The PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews) guidelines were followed when conducting the review. Scopus (Elsevier), Springer-Link, IEEE Xplorer, ACM Digital Library, and Science Direct were used as data sources to retrieve information from January 2010 to March 2022. The titles and abstracts were individually reviewed by the authors (L.R.-V., I.E.E.-C., and H.P.-E.), and the full articles were then examined before a final inclusion determination. 15 (3%) out of the 571 records that were obtained met the requirements for inclusion. The most used technologies for dogs are: (1) 71% of technologies focused on generating messages are wearable devices equipped with sensors (bite, tug, or gesture), (2) 60% of technologies focused on receiving messages are wearable devices equipped with vibrotactile actuators, and (3) 100% of technologies focused on bidirectional communication are videochats. 67% of the works are oriented to support search and assistance tasks. 80% of the works developed technology for one-way communication. 53% of the technologies have a haptic dog interaction modality, that is, there is an object that the dog must wear or manipulate in a certain way. All of the reported evaluations were pilot studies with positive feasibility results. Remote human-dog interaction technology holds significant promise and potential; however, more research is required to assess their usability and efficacy and to incorporate new technological developments.

6.
J Clin Hypertens (Greenwich) ; 25(1): 95-105, 2023 01.
Artigo em Inglês | MEDLINE | ID: mdl-36537265

RESUMO

Hypertension is the main cause of cardiovascular disease, especially in women. Black women (58%) are affected by higher rates of hypertension than other racial/ethnic groups contributing to increased cardio-metabolic disorders. To decrease blood pressure (BP) in this population, a pilot randomized controlled trial was conducted to examine the effects of Interactive Technology Enhanced Coaching (ITEC) versus Interactive Technology (IT) alone in achieving BP control, adherence to antihypertensive medication, and adherence to lifestyle modifications among Black women diagnosed with and receiving medication for their hypertension. Participants completed a 6-week Chronic Disease Self-Management Program (CDSMP), and 83 participants were randomly assigned to ITEC versus IT. Participants were trained to use three wireless tools and five apps that were synchronized to smartphones to monitor BP, weight, physical activity (steps), diet (caloric and sodium intake), and medication adherence. Fitbit Plus, a cloud-based collaborative care platform was used to collect, track, and store data. Using a mixed-effects repeated measures model, the main effect of group means indicated no significant difference between the treatment and referent groups on study variables. The main effect of time indicated significant differences between repeated measures for systolic BP (p < .0001), weight (p < .0001), and steps (p = .018). An interaction effect revealed differences over time and was significant for study measures except diastolic BP. An important goal of this preliminary analysis is to help Black women prioritize self-care management in their everyday environment. Future research is warranted in a geographically broader population of hypertensive Black women.


Assuntos
Hipertensão , Tutoria , Humanos , Feminino , Hipertensão/tratamento farmacológico , Hipertensão/epidemiologia , Pressão Sanguínea , Projetos Piloto , Anti-Hipertensivos/uso terapêutico , Anti-Hipertensivos/farmacologia
7.
BMC Health Serv Res ; 22(1): 1248, 2022 Oct 14.
Artigo em Inglês | MEDLINE | ID: mdl-36242035

RESUMO

BACKGROUND: The COVID-19 pandemic has seen unprecedented growth in the use of interactive technologies in care facilities for social contact between residents and their close contacts due to the need for social distancing. As the pandemic is transitioning into a new phase, there is a need to critically examine the new practices associated with technology usage. OBJECTIVE: Our analysis is based on a case study of how a care facility in western Norway adopted a novel technology called KOMP. We empirically investigate the stability of practices with KOMP for maintaining social communication between residents and their relatives and consider whether these practices are likely to last beyond the pandemic. We draw on normalization process theory (NPT) to interpret our findings and critically examine how stable embedding of new technologies for social communication occurs under extraordinary circumstances. METHODS: We conducted a case study based on participant observation and interviews, and the data were analyzed through inductive thematic analysis. Participants are health care professionals from a public care facility in western Norway. RESULTS: Four major themes emerged from the data. The first revolved around the pressing need for communications between residents and relatives with a suitable tool. Second, staff showed engagement through motivation to learn and adapt the technology in their practices. A third theme centered on how staff and the organization could work effectively to embed KOMP in daily practice. Our fourth theme suggested that the professionals continuously assessed their own use of the technology. CONCLUSION: From the perspective of NPT, practices with KOMP have been partially embedded by developing a shared understanding, engaging through cognitive participation, working collectively with staff and the organization, and reflexively monitoring the benefits of using KOMP. However, staff engagement with the technology was continuously threatened by factors related to diverging staff preferences, the burden of facilitating KOMP for residents with impaired cognitive and physical abilities, issues of privacy and ethics, and the technical skills of the residents' relatives. Our analysis suggests that caring practices via KOMP have become relatively stable despite barriers to engagement and are therefore likely to persist beyond the pandemic.


Assuntos
COVID-19 , COVID-19/epidemiologia , Comunicação , Pessoal de Saúde , Humanos , Pandemias , Tecnologia
8.
Dementia (London) ; 21(4): 1289-1303, 2022 May.
Artigo em Inglês | MEDLINE | ID: mdl-35236150

RESUMO

COVID-19 pandemic and subsequent lockdowns created a global public health crisis generating mental health problems including social isolation, stress, and anxiety especially for persons with dementia and their carers. This article reports on the use of digital technology to maintain social connectivity via a virtual group session that focused on the topic of "what is home." Participants in this session included 16 day-care center clients representing an immigrant community identified with mild to moderate cognitive impairment. A trained psychodrama therapist conducted the virtual group meeting based on five key techniques: spectrogram, role reversal, doubling, mirroring, and soliloquy. The NVivo software was used for the qualitative analysis of the transcribed video recording to identify key themes based on grounded theory methodology. Zooming from home, clients engaged in significant social interaction. Findings of the NVivo analysis identified the following themes of "what is home": Emotions and home, Home is family, Home is community, and Reminiscence (with objects and traditions). Findings suggest that digital interactive technologies, like Zoom, enhance social connectivity thus mitigating the negative impact of social isolation for persons with dementia especially during pandemic lockdowns. Our pilot findings based on virtual group meetings from home demonstrate that participants can express significant emotive capacity and enhanced connectivity with one another despite a diagnosis of mild to moderate dementia. While larger studies are needed to confirm these findings, we suggest that this methodology may be used to support persons with dementia not only in times of pandemics but also as an addition to other community and home care services. Changes in reimbursement policies to include these innovative home services may be helpful in building more resilient communities for the more highly vulnerable populations.


Assuntos
COVID-19 , Demência , Psicodrama , Cuidadores , Controle de Doenças Transmissíveis , Demência/epidemiologia , Humanos , Pandemias , SARS-CoV-2
9.
BMC Health Serv Res ; 22(1): 136, 2022 Feb 01.
Artigo em Inglês | MEDLINE | ID: mdl-35105344

RESUMO

BACKGROUND: Digital tools for social communication have been deployed in care facilities during the COVID-19 pandemic to facilitate social connectedness between older people and their next of kin in a safe manner. This study explores how and why health care professionals facilitate the ad hoc and prompt use of a technology for social communication, known as KOMP, in care facilities in western Norway to promote communication and social engagement among residents and their next of kin during the crisis. METHODS: To investigate the perspectives and practices of health care professionals, we conducted focus groups, individual interviews, and participant observation in public short- and long-term care facilities in western Norway. An explorative investigation with inductive content analysis was applied to analyse interview transcripts and fieldnotes from participant observation. RESULTS: The resulting qualitative data reveal that prompt implementation of interactive technology to cope with social distancing during the pandemic added new routines to the staff workload. Using this interactive technology entailed new forms of collaborative work among residents, next of kin, health care professionals and technology facilitators. Additionally, the staff articulated a sense of responsibility towards using KOMP as a meaningful and practical tool for social communication in an extraordinary period of reduced social contact. CONCLUSIONS: Improvised implementation of KOMP as an interactive technology shapes work routines, introduces new tasks and creates additional responsibilities. Despite creative efforts by health care staff, however, using KOMP remains constrained by the physical and cognitive abilities of its users. We suggest that health care managers ask a deceptively simple question when introducing novel technologies in health care contexts, namely: what kind of invisible work do these devices entail?


Assuntos
COVID-19 , Pandemias , Idoso , Comunicação , Humanos , SARS-CoV-2 , Interação Social
10.
Artigo em Inglês | MEDLINE | ID: mdl-36612448

RESUMO

An interactive digital gaming system with simple tangible interfaces is proposed for use by slightly disabled elderly people to promote their health and enjoyment of playful aging. The system simulates a rice threshing machine with nostalgic and entertaining functions expected to bring better life quality to older adults. Initially, pieces of literature were reviewed to derive relevant design principles. A prototype system was constructed accordingly and refined according to the invited older users' comments. The refined system was performed subsequently by slightly disabled elderly people, followed by a questionnaire survey conducted to collect their opinions. The opinion data were analyzed statistically by SPSS and AMOS to be reliable and valid. In addition, interviews were conducted with the users and experts were invited to collect comments on the system's usability, which were then evaluated to reveal several findings about the system's effectiveness: (1) digital products related to life experiences are more acceptable to slightly disabled elderly people, promoting their willingness to play games to achieve active aging; (2) simple system interfaces requiring no complicated limb functions are appropriate for the slightly disabled elderly people; and (3) digital gaming has the effects of training slightly disabled elderly peoples' cognitive and motor abilities as well as strengthening their body and mind.


Assuntos
Pessoas com Deficiência , Jogos de Vídeo , Humanos , Idoso , Tecnologia Digital , Envelhecimento , Extremidades , Jogos de Vídeo/psicologia
SELEÇÃO DE REFERÊNCIAS
DETALHE DA PESQUISA