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2.
Sensors (Basel) ; 16(8)2016 Aug 03.
Artículo en Inglés | MEDLINE | ID: mdl-27527167

RESUMEN

In this paper, we propose a novel approach to eLearning that makes use of smart wearable sensors. Traditional eLearning supports the remote and mobile learning of mostly theoretical knowledge. Here we discuss the possibilities of eLearning to support the training of manual skills. We employ forearm armbands with inertial measurement units and surface electromyography sensors to detect and analyse the user's hand motions and evaluate their performance. Hand hygiene is chosen as the example activity, as it is a highly standardized manual task that is often not properly executed. The World Health Organization guidelines on hand hygiene are taken as a model of the optimal hygiene procedure, due to their algorithmic structure. Gesture recognition procedures based on artificial neural networks and hidden Markov modeling were developed, achieving recognition rates of 98 . 30 % ( ± 1 . 26 % ) for individual gestures. Our approach is shown to be promising for further research and application in the mobile eLearning of manual skills.


Asunto(s)
Electromiografía/métodos , Higiene de las Manos , Dispositivos Electrónicos Vestibles , Algoritmos , Antebrazo/fisiología , Humanos , Reconocimiento de Normas Patrones Automatizadas
3.
Stud Health Technol Inform ; 225: 262-6, 2016.
Artículo en Inglés | MEDLINE | ID: mdl-27332203

RESUMEN

Gamification is used in clinical context in the health care education. Furthermore, it has shown great promises to improve the performance of the health care staff in their daily routine. In this work we focus on the medication sorting task, which is performed manually in hospitals. This task is very error prone and needs to be performed daily. Nevertheless, errors in the medication are crucial and lead to serious complications. In this work we present a real world gamification approach of the medication sorting task in a patient's daily pill organizer. The player of the game needs to sort the correct medication into the correct dispenser slots and is rewarded or punished in real time. At the end of the game, a score is given and the user can register in a leaderboard.


Asunto(s)
Instrucción por Computador/métodos , Educación en Enfermería/métodos , Enseñanza Mediante Simulación de Alta Fidelidad/métodos , Errores de Medicación/prevención & control , Sistemas de Medicación/estadística & datos numéricos , Juegos de Video , Sistemas de Información en Farmacia Clínica/estadística & datos numéricos , Evaluación Educacional/métodos , Alemania , Humanos , Interfaz Usuario-Computador
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