Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 20 de 22
Filtrar
Más filtros

Banco de datos
País/Región como asunto
Tipo del documento
Intervalo de año de publicación
1.
Geriatr Nurs ; 59: 440-452, 2024 Aug 16.
Artículo en Inglés | MEDLINE | ID: mdl-39153462

RESUMEN

Neuropsychiatric symptoms (NPS) in dementia can be reduced through music listening. Little has been reported on home-based listening, compilation processes, or individual responses that include biophysiological data. We aim to provide new insights from two home-based case studies focused on specific music selections. Participants were part of a larger study, co-designing an automated radio, diary reminder and personal playlist system for NPS management. Playlists were compiled that would have the best possible chance of achieving this, based on participants' autobiographical, narrative, heart rate (HR) and videoed responses. Participant's responses to their music aligned with the genre they chose - dancing to up-beat music, contrasting with subtle responses to Beethoven. Repeated listens may help to establish consistency of responses and allow time to communicate their genuine preferences, not those others suggested. If all of these data converge, then they could help confirm the suitability of music for NPS management.

2.
Neuropsychol Rehabil ; : 1-37, 2023 Jun 13.
Artículo en Inglés | MEDLINE | ID: mdl-37310032

RESUMEN

Mobile phone reminding apps can be used by people with acquired brain injury (ABI) to compensate for memory impairments. This pilot feasibility trial aimed to establish the feasibility of a randomized controlled trial comparing reminder apps in an ABI community treatment setting. Adults with ABI and memory difficulty who completed the three-week baseline were randomized (n = 29) and allocated to Google Calendar or ApplTree app. Those who attended an intervention session (n = 21) watched a 30-minute video tutorial of the app then completed reminder setting assignments to ensure they could use the app. Guidance was given if needed from a clinician or researcher. Those who passed the app assignments (n = 19) completed a three-week follow up. Recruitment was lower than target (n = 50), retention rate was 65.5%, adherence rate was 73.7%. Qualitative feedback highlighted issues that may impact usability of reminding apps introduced within community brain injury rehabilitation. Feasibility results indicate a full trial would require 72 participants to demonstrate the minimally clinically important efficacy difference between apps, should a difference exist. Most participants (19 of 21) given an app could learn to use it with the short tutorial. Design features implemented in ApplTree have potential to improve the uptake and utility of reminding apps.

3.
Neuropsychol Rehabil ; 29(4): 513-533, 2019 May.
Artículo en Inglés | MEDLINE | ID: mdl-28425328

RESUMEN

Prompting-based memory compensation is a potential application for smartwatches. This study investigated the usability and efficacy of a Moto360 smartwatch as a memory aid. Four community dwelling adults with memory difficulties following acquired brain injury (ABI) were included in an A-B-A single case experimental design study. Performance of everyday memory tasks was tested over six weeks with the smartwatch and software provided during weeks three and four. Participants were asked to use their usual memory aids and strategies during the control phases (weeks 1-2, 5-6). Three participants successfully used the smartwatch throughout the intervention weeks and gave positive usability ratings. A fourth participant experienced a seizure and subsequently left the study before the intervention phase. Three participants showed improved memory performance when using the smartwatch. Nonoverlap of all pairs (NAP) analysis showed a non-significant small increase in memory performance between baseline and intervention phases (mean NAP = 0.1, p = .84). There was a larger, significant decline between the intervention and return to baseline (mean NAP = 0.58, p < .01). The use of an off-the-shelf smartwatch device and software was feasible for people with ABI in the community. It was effective compared to practice as usual, although this was only apparent on withdrawal of the device.


Asunto(s)
Lesiones Encefálicas/rehabilitación , Trastornos de la Memoria/rehabilitación , Aplicaciones Móviles , Sistemas Recordatorios , Dispositivos de Autoayuda , Teléfono Inteligente , Adulto , Lesiones Encefálicas/complicaciones , Estudios de Factibilidad , Femenino , Humanos , Masculino , Trastornos de la Memoria/etiología , Persona de Mediana Edad , Proyectos de Investigación , Resultado del Tratamiento
4.
Neuropsychol Rehabil ; 27(6): 919-936, 2017 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-26509889

RESUMEN

Evans, Wilson, Needham, and Brentnall ( 2003 ) investigated memory aid use by people with acquired brain injury (ABI) and found little use of technological memory aids. The present study aims to investigate use of technological and other memory aids and strategies 10 years on, and investigate what predicts use. People with ABI and self-reported memory impairments (n = 81) completed a survey containing a memory aid checklist, demographic questions and memory questionnaires. Chi-square analysis showed that 10 of 18 memory aids and strategies were used by significantly more people in the current sample than in Evans et al. ( 2003 ). The most commonly used strategies were leaving things in noticeable places (86%) and mental retracing of steps (77%). The most commonly used memory aids were asking someone to remind you (78%), diaries (77%), lists (78%), and calendars (79%) and the most common technologies used were mobile phone reminders (38%) and alarms/timers (38%). Younger people who used more technology prior to their injury and who use more non-technological memory aids currently were more likely to use technology. Younger people who used more memory aids and strategies prior to their injury and who rated their memory as poorer were more likely to use all types of memory aids and strategies.


Asunto(s)
Lesiones Encefálicas/rehabilitación , Trastornos de la Memoria/rehabilitación , Dispositivos de Autoayuda/estadística & datos numéricos , Adulto , Anciano , Lesiones Encefálicas/complicaciones , Femenino , Humanos , Masculino , Trastornos de la Memoria/complicaciones , Persona de Mediana Edad
5.
Top Stroke Rehabil ; 23(3): 170-7, 2016 06.
Artículo en Inglés | MEDLINE | ID: mdl-27077973

RESUMEN

BACKGROUND: Following stroke, people are generally less active and more sedentary which can worsen outcomes. Mobile phone applications (apps) can support change in health behaviors. We developed STARFISH, a mobile phone app-based intervention, which incorporates evidence-based behavior change techniques (feedback, self-monitoring and social support), in which users' physical activity is visualized by fish swimming. OBJECTIVE: To evaluate the potential effectiveness of STARFISH in stroke survivors. METHOD: Twenty-three people with stroke (12 women; age: 56.0 ± 10.0 years, time since stroke: 4.2 ± 4.0 years) from support groups in Glasgow completed the study. Participants were sequentially allocated in a 2:1 ratio to intervention (n = 15) or control (n = 8) groups. The intervention group followed the STARFISH program for six weeks; the control group received usual care. Outcome measures included physical activity, sedentary time, heart rate, blood pressure, body mass index, Fatigue Severity Scale, Instrumental Activity of Daily Living Scale, Ten-Meter Walk Test, Stroke Specific Quality of Life Scale, and Psychological General Well-Being Index. RESULTS: The average daily step count increased by 39.3% (4158 to 5791 steps/day) in the intervention group and reduced by 20.2% (3694 to 2947 steps/day) in the control group (p = 0.005 for group-time interaction). Similar patterns of data and group-time interaction were seen for walking time (p = 0.002) and fatigue (p = 0.003). There were no significant group-time interactions for other outcome measures. CONCLUSION: Use of STARFISH has the potential to improve physical activity and health outcomes in people after stroke and longer term intervention trials are warranted.


Asunto(s)
Aplicaciones de la Informática Médica , Aplicaciones Móviles , Actividad Motora/fisiología , Evaluación de Resultado en la Atención de Salud , Rehabilitación de Accidente Cerebrovascular/métodos , Accidente Cerebrovascular/terapia , Anciano , Femenino , Conductas Relacionadas con la Salud/fisiología , Humanos , Masculino , Persona de Mediana Edad , Proyectos Piloto , Rehabilitación de Accidente Cerebrovascular/instrumentación , Sobrevivientes
6.
Neuropsychol Rehabil ; 24(3-4): 419-44, 2014.
Artículo en Inglés | MEDLINE | ID: mdl-23957379

RESUMEN

Technology can compensate for memory impairment. The efficacy of assistive technology for people with memory difficulties and the methodology of selected studies are assessed. A systematic search was performed and all studies that investigated the impact of technology on memory performance for adults with impaired memory resulting from acquired brain injury (ABI) or a degenerative disease were included. Two 10-point scales were used to compare each study to an ideally reported single case experimental design (SCED) study (SCED scale; Tate et al., 2008 ) or randomised control group study (PEDro-P scale; Maher, Sherrington, Herbert, Moseley, & Elkins, 2003 ). Thirty-two SCED (mean = 5.9 on the SCED scale) and 11 group studies (mean = 4.45 on the PEDro-P scale) were found. Baseline and intervention performance for each participant in the SCED studies was re-calculated using non-overlap of all pairs (Parker & Vannest, 2009 ) giving a mean score of 0.85 on a 0 to 1 scale (17 studies, n = 36). A meta-analysis of the efficacy of technology vs. control in seven group studies gave a large effect size (d = 1.27) (n = 147). It was concluded that prosthetic technology can improve performance on everyday tasks requiring memory. There is a specific need for investigations of technology for people with degenerative diseases.


Asunto(s)
Lesiones Encefálicas/rehabilitación , Trastornos de la Memoria/rehabilitación , Enfermedades Neurodegenerativas/rehabilitación , Dispositivos de Autoayuda , Lesiones Encefálicas/complicaciones , Humanos , Trastornos de la Memoria/complicaciones , Enfermedades Neurodegenerativas/complicaciones
7.
Artículo en Inglés | MEDLINE | ID: mdl-39255120

RESUMEN

Cybersickness remains a major drawback of Virtual Reality (VR) headsets, as a breadth of stationary experiences with visual self-motion can result in visually-induced motion sickness. However, not everybody experiences the same intensity or type of adverse symptoms. Here we propose that prior experience with virtual environments can predict ones degree of cybersickness. Video gaming can enhance visuospatial abilities, which in-turn relate negatively to cybersickness - meaning that consistently engaging in virtual environments can result in protective habituation effects. In a controlled stationary VR experiment, we found that 'VR-naive' video gamers experienced significantly less cybersickness in a virtual tunnel-travel task and outperformed 'VR-naive' non-video gamers on a visual attention task. These findings strongly motivate the use of non-VR games for training VR cybersickness resilience, with future research needed to further understand the mechanism(s) by which gamers become cybersickness resilient - potentially expanding access to VR for even the most susceptible participants.

8.
Artículo en Inglés | MEDLINE | ID: mdl-37028078

RESUMEN

Standalone Virtual Reality (VR) headsets can be used when travelling in cars, trains and planes. However, the constrained spaces around transport seating can leave users with little physical space in which to interact using their hands or controllers, and can increase the risk of invading other passengers' personal space or hitting nearby objects and surfaces. This hinders transport VR users from using most commercial VR applications, which are designed for unobstructed 1-2m 360 ° home spaces. In this paper, we investigated whether three at-a-distance interaction techniques from the literature could be adapted to support common commercial VR movement inputs and so equalise the interaction capabilities of at-home and on-transport users: Linear Gain, Gaze-Supported Remote Hand, and AlphaCursor. First, we analysed commercial VR experiences to identify the most common movement inputs so that we could create gamified tasks based on them. We then investigated how well each technique could support these inputs from a constrained 50x50cm space (representative of an economy plane seat) through a user study (N=16), where participants played all three games with each technique. We measured task performance, unsafe movements (play boundary violations, total arm movement) and subjective experience and compared results to a control 'at-home' condition (with unconstrained movement) to determine how similar performance and experience were. Results showed that Linear Gain was the best technique, with similar performance and user experience to the 'at-home' condition, albeit at the expense of a high number of boundary violations and large arm movements. In contrast, AlphaCursor kept users within bounds and minimised arm movement, but suffered from poorer performance and experience. Based on the results, we provide eight guidelines for the use of, and research into, at-a-distance techniques and constrained spaces.

9.
Disabil Rehabil Assist Technol ; 17(3): 338-348, 2022 04.
Artículo en Inglés | MEDLINE | ID: mdl-32633592

RESUMEN

BACKGROUND: Smartphone reminding applications can help overcome memory difficulties experienced by people with acquired brain injury (ABI). Cognitive difficulties with memory and attention make entering reminders into a device, and remembering to set reminders, challenging for this group. ApplTree is a reminding app with features that aim to address challenges. One app feature was push notifications (asking "Do you need to set any reminders?") to support people to initiate use of the app to set reminders. Another app feature was a customisable user interface design to support attention and short term memory during reminder setting. METHODS: In a mixed-methods user study, five people with self or other reported memory impairment following ABI used ApplTree for at least 4 months. They received push notifications for at least 2 months and no push notifications for at least 2 months. Monthly participant interviews provided insight into user interface preference, app use, and push notification acceptability. RESULTS: Receiving four Push notifications per day doubled number of daily reminders set and four of the five participants found receiving them to be acceptable. This long-term field study uncovered issues relevant for clinicians and designers, including insights into the potential benefits of different user interface designs, the impact of family members on app use, and the importance of perceived need influencing use and acceptance. CONCLUSIONS: Feedback provided insight into future considerations when designing reminding apps and using them in neuropsychological rehabilitation. This work highlights the benefit of user-led research into accessible design and use of assistive technologies.IMPLICATIONS FOR REHABILITATION"Unsolicited" push prompts are an easy to implement feature of reminding technology that is useful and acceptable for people with ABI in community rehabilitation.Observations provide insights about how people with ABI make use of reminding apps over time. This can inform those designing apps or providing reminding technology as part of neuropsychological rehabilitation.Participants differed on their preference of the two user-interface designs available in ApplTree. This highlights an area for future research because currently available reminding apps have a broad-shallow design which may not always be appropriate for people with ABI.


Asunto(s)
Disfunción Cognitiva , Aplicaciones Móviles , Humanos
10.
IEEE Trans Vis Comput Graph ; 28(11): 3640-3650, 2022 11.
Artículo en Inglés | MEDLINE | ID: mdl-36048986

RESUMEN

Passengers spend considerable periods of time in shared transit spaces, relying on smartphones and laptops for work. However, these displays are limited in size and ergonomics compared to typical multi-monitor setups used in the office, impairing productivity. Augmented Reality (AR) headsets could provide large, flexible virtual workspaces during travel, enabling passengers to work more efficiently. This paper investigates the factors affecting how passengers choose to layout virtual displays in car, train, subway and plane environments, studying the affordances of each mode of transport and the presence of others. Results from our experiment showed: significant usage of the physical environment to align displays; strong social effects meant avoiding placing displays over other passengers or their belongings; and use of displays for shielding oneself from others. Our findings show the unique challenges posed by the mode of transport and presence of others on the use of AR for mobile productivity in the future.


Asunto(s)
Realidad Aumentada , Gráficos por Computador , Ergonomía , Teléfono Inteligente
SELECCIÓN DE REFERENCIAS
DETALLE DE LA BÚSQUEDA