Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 12 de 12
Filtrar
1.
J Med Internet Res ; 23(6): e18035, 2021 06 29.
Artigo em Inglês | MEDLINE | ID: mdl-34185014

RESUMO

BACKGROUND: Health recommender systems (HRSs) offer the potential to motivate and engage users to change their behavior by sharing better choices and actionable knowledge based on observed user behavior. OBJECTIVE: We aim to review HRSs targeting nonmedical professionals (laypersons) to better understand the current state of the art and identify both the main trends and the gaps with respect to current implementations. METHODS: We conducted a systematic literature review according to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines and synthesized the results. A total of 73 published studies that reported both an implementation and evaluation of an HRS targeted to laypersons were included and analyzed in this review. RESULTS: Recommended items were classified into four major categories: lifestyle, nutrition, general health care information, and specific health conditions. The majority of HRSs use hybrid recommendation algorithms. Evaluations of HRSs vary greatly; half of the studies only evaluated the algorithm with various metrics, whereas others performed full-scale randomized controlled trials or conducted in-the-wild studies to evaluate the impact of HRSs, thereby showing that the field is slowly maturing. On the basis of our review, we derived five reporting guidelines that can serve as a reference frame for future HRS studies. HRS studies should clarify who the target user is and to whom the recommendations apply, what is recommended and how the recommendations are presented to the user, where the data set can be found, what algorithms were used to calculate the recommendations, and what evaluation protocol was used. CONCLUSIONS: There is significant opportunity for an HRS to inform and guide health actions. Through this review, we promote the discussion of ways to augment HRS research by recommending a reference frame with five design guidelines.


Assuntos
Algoritmos , Estilo de Vida , Humanos
2.
Sensors (Basel) ; 21(6)2021 Mar 20.
Artigo em Inglês | MEDLINE | ID: mdl-33804626

RESUMO

This article provides a systematic review of studies on recognising bathroom activities in older adults using wearable sensors. Bathroom activities are an important part of Activities of Daily Living (ADL). The performance on ADL activities is used to predict the ability of older adults to live independently. This paper aims to provide an overview of the studied bathroom activities, the wearable sensors used, different applied methodologies and the tested activity recognition techniques. Six databases were screened up to March 2020, based on four categories of keywords: older adults, activity recognition, bathroom activities and wearable sensors. In total, 4262 unique papers were found, of which only seven met the inclusion criteria. This small number shows that few studies have been conducted in this field. Therefore, in addition, this critical review resulted in several recommendations for future studies. In particular, we recommend to (1) study complex bathroom activities, including multiple movements; (2) recruit participants, especially the target population; (3) conduct both lab and real-life experiments; (4) investigate the optimal number and positions of wearable sensors; (5) choose a suitable annotation method; (6) investigate deep learning models; (7) evaluate the generality of classifiers; and (8) investigate both detection and quality performance of an activity.


Assuntos
Atividades Cotidianas , Dispositivos Eletrônicos Vestíveis , Idoso , Humanos , Movimento , Reconhecimento Psicológico , Banheiros
3.
Health Promot Int ; 34(1): 16-27, 2019 Feb 01.
Artigo em Inglês | MEDLINE | ID: mdl-28973149

RESUMO

Excessive uninterrupted sitting, also known as sedentary behavior, has been detrimentally associated with several health outcomes. However, the general population is often unaware of these health risks. Mobile phone technology offers great potential to increase awareness and to initiate behavior change. This study examined the short-term effects of stAPP, a smartphone-based intervention, on prolonged sitting behavior. Fifty-eight participants were randomly assigned to an intervention group (IG, n = 31) or a control group (CG, n = 27). After 1 week of baseline assessment, the IG received stAPP (i.e. smartphone, smartphone app and corresponding motion sensor) and used it during the following week. CG participants were monitored during 2 weeks without receiving stAPP. Total daily sitting time and prolonged sitting bouts (>30 min bouts of sitting) were objectively assessed using activPAL3 inclinometers. Although no significant changes emerged in the CG in any of the sitting parameters, total sitting time (on weekdays; p = 0.032), number of prolonged sitting bouts (>30 min of sitting) [both on week- (p < 0.001) and weekend days (p = 0.008)] and average duration of prolonged sitting bouts [both on week- (p = 0.004) and weekend days (p = 0.029)] decreased significantly in the IG. The stAPP smartphone-based intervention constitutes a promising intervention tool to interrupt and reduce prolonged sitting behavior. Further long-term studies on a larger scale are needed to further explore the effectiveness of a smartphone-based intervention aimed at reducing prolonged sitting behavior.


Assuntos
Promoção da Saúde , Aplicativos Móveis , Postura Sentada , Smartphone , Adulto , Bélgica , Exercício Físico , Feminino , Humanos , Masculino , Fatores de Tempo , Local de Trabalho
4.
BMJ Open ; 14(5): e077786, 2024 May 30.
Artigo em Inglês | MEDLINE | ID: mdl-38816040

RESUMO

OBJECTIVES: To explore the views of patients and healthcare providers on current rehabilitation after lumbar fusion surgery (LFS) to fuel the development of a novel rehabilitation care pathway. DESIGN: A cross-sectional, qualitative study with an interpretive descriptive design. SETTING: Academic and non-academic hospital setting in Belgium. PARTICIPANTS: 31 caregivers from (non)-academic settings and 5 patients with LFS were purposefully sampled and in-depth interviewed. RESULTS: Out of the data of all interviews, participants reported opinions on 23 thematic clusters that were expressed in a time-contingent manner from the preoperative, perioperative to postoperative phase. Afterwards, themes were mapped to the Consolidated Framework for Implementation Research, with a larger role for concepts related to the innovation, inner and individual domain. As an overarching theme, the importance of an 'individualised, patient-centred rehabilitation built on a strong therapeutic alliance with an accessible interprofessional team' was stressed for patients undergoing LFS. Specifically, participants stated that a biopsychosocial approach to rehabilitation should start in the preoperative phase and immediately be continued postoperatively. No consensus was observed for movement restrictions postoperatively. Uniform communication between the involved caregivers was considered essential for optimal therapeutic alliance and clinical outcome. The precise role and competence of each member of the interprofessional team needs, therefore, to be clearly defined, respected and discussed. An accessible case manager to guide the patient trajectory and tackle problems could further support this. Interestingly, only patients, psychologists and physiotherapists addressed return to work as an important outcome after LFS. CONCLUSIONS: This qualitative study identified key experiences and points to consider in the current and future rehabilitation pathway for LFS. Future research should incorporate these findings to build a novel rehabilitation pathway for LFS and evaluate its feasibility and cost-effectiveness. TRIAL REGISTRATION NUMBER: This study was registered at clinicaltrials.gov (NCT03427294).


Assuntos
Pesquisa Qualitativa , Fusão Vertebral , Humanos , Fusão Vertebral/reabilitação , Feminino , Masculino , Pessoa de Meia-Idade , Estudos Transversais , Bélgica , Vértebras Lombares/cirurgia , Idoso , Adulto , Atitude do Pessoal de Saúde , Pessoal de Saúde/psicologia , Assistência Centrada no Paciente , Entrevistas como Assunto
5.
Appl Neuropsychol Adult ; 29(5): 915-935, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-32945702

RESUMO

Immersive virtual reality (IVR) may boost neglect recovery, as it can provide an engaging experience in a 3D environment. We designed an IVR rehabilitation game for neglect patients using the Oculus Rift. Multisensory cues were presented in the neglected visual field in a patient-tailored way. We acquired pilot data in 15 neurologically healthy controls and 7 stroke patients. First, we compared cybersickness before and after VR exposure. Second, we assessed the user experience through a questionnaire. Third, we tested whether neglect symptoms corresponded between the VR game and a computerized cancelation task. Fourth, we evaluated the effect of the multisensory cueing on target discrimination. Last, we tested two algorithms to tailor the game to the characteristics of the neglected visual field. Cybersickness significantly reduced after VR exposure in six stroke patients and was low in healthy controls. Patients rated the user experience neutral to positive. In addition, neglect symptoms were consistent between a computerized cancelation and VR rehabilitation task. The multisensory cue positively affected target discrimination in the game and we successfully presented sensory stimulation to the neglected visual field in a patient-tailored way. Our results show that it is promising to use gamified patient-tailored immersive VR for neglect rehabilitation.


Assuntos
Transtornos da Percepção , Acidente Vascular Cerebral , Realidade Virtual , Atenção/fisiologia , Estudos de Viabilidade , Humanos , Transtornos da Percepção/diagnóstico , Acidente Vascular Cerebral/complicações , Acidente Vascular Cerebral/diagnóstico
6.
JMIR Form Res ; 5(9): e26602, 2021 Sep 17.
Artigo em Inglês | MEDLINE | ID: mdl-34533462

RESUMO

BACKGROUND: Glaucoma, the silent thief of sight, is a major cause of blindness worldwide. It is a burden for people in low-income countries, specifically countries where glaucoma-induced blindness accounts for 15% of the total incidence of blindness. More than half the people living with glaucoma in low-income countries are unaware of the disease until it progresses to an advanced stage, resulting in permanent visual impairment. OBJECTIVE: This study aims to evaluate the acceptability of the Glaucoma Easy Screener (GES), a low-cost and portable visual field screening platform comprising a smartphone, a stereoscopic virtual reality headset, and a gaming joystick. METHODS: A mixed methods study that included 24 eye care professionals from 4 hospitals in Southwest Ethiopia was conducted to evaluate the acceptability of GES. A pre-post design was used to collect perspectives before and after using the GES by using questionnaires and semistructured interviews. A Wilcoxon signed-rank test was used to determine the significance of any change in the scores of the questionnaire items (two-tailed, 95% CI; α=.05). The questionnaire and interview questions were guided by the Unified Theory of Acceptance and Use of Technology. RESULTS: Positive results were obtained both before and after use, suggesting the acceptance of mobile health solutions for conducting glaucoma screening by using a low-cost headset with a smartphone and a game controller. There was a significant increase (two-tailed, 95% CI; α=.05) in the average scores of 86% (19/22) of postuse questionnaire items compared with those of preuse questionnaire items. Ophthalmic professionals perceived GES as easy to use and as a tool that enabled the conduct of glaucoma screening tests, especially during outreach to rural areas. However, positive evaluations are contingent on the accuracy of the tool. Moreover, ophthalmologists voiced the need to limit the tool to screening only (ie, not for making diagnoses). CONCLUSIONS: This study supports the feasibility of using a mobile device in combination with a low-cost virtual reality headset and classic controller for glaucoma screening in rural areas. GES has the potential to reduce the burden of irreversible blindness caused by glaucoma. However, further assessment of its sensitivity and specificity is required.

7.
IEEE Trans Vis Comput Graph ; 27(2): 1084-1094, 2021 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-33048729

RESUMO

Information visualization (infovis) is a powerful tool for exploring rich datasets. Within humanistic research, rich qualitative data and domain culture make traditional infovis approaches appear reductive and disconnected, leading to low adoption. In this paper, we use a multi-step approach to scrutinize the relationship between infovis and the humanities and suggest new directions for it. We first look into infovis from the humanistic perspective by exploring the humanistic literature around infovis. We validate and expand those findings though a co-design workshop with humanist and infovis experts. Then, we translate our findings into guidelines for designers and conduct a design critique exercise to explore their effect on the perception of humanist researchers. Based on these steps, we introduce Layers of Meaning, a framework to reduce the semantic distance between humanist researchers and visualizations of their research material, by grounding infovis tools in time and space, physicality, terminology, nuance, and provenance.

8.
Digit Biomark ; 5(1): 44-52, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-33791448

RESUMO

BACKGROUND: Mild cognitive impairment (MCI) is a condition that entails a slight yet noticeable decline in cognition that exceeds normal age-related changes. Older adults living with MCI have a higher chance of progressing to dementia, which warrants regular cognitive follow-up at memory clinics. However, due to time and resource constraints, this follow-up is conducted at separate moments in time with large intervals in between. Casual games, embedded into the daily life of older adults, may prove to be a less resource-intensive medium that yields continuous and rich data on a patient's cognition. OBJECTIVE: To explore whether digital biomarkers of cognitive performance, found in the casual card game Klondike Solitaire, can be used to train machine-learning models to discern games played by older adults living with MCI from their healthy counterparts. METHODS: Digital biomarkers of cognitive performance were captured from 23 healthy older adults and 23 older adults living with MCI, each playing 3 games of Solitaire with 3 different deck shuffles. These 3 deck shuffles were identical for each participant. Using a supervised stratified, 5-fold, cross-validated, machine-learning procedure, 19 different models were trained and optimized for F1 score. RESULTS: The 3 best performing models, an Extra Trees model, a Gradient Boosting model, and a Nu-Support Vector Model, had a cross-validated F1 training score on the validation set of ≥0.792. The F1 score and AUC of the test set were, respectively, >0.811 and >0.877 for each of these models. These results indicate psychometric properties comparative to common cognitive screening tests. CONCLUSION: The results suggest that commercial card games, not developed to address specific mental processes, may be used for measuring cognition. The digital biomarkers derived from Klondike Solitaire show promise and may prove useful to fill the current blind spot between consultations.

9.
JMIR Serious Games ; 9(4): e18359, 2021 Nov 04.
Artigo em Inglês | MEDLINE | ID: mdl-34734825

RESUMO

BACKGROUND: Mild cognitive impairment (MCI), the intermediate cognitive status between normal cognitive decline and pathological decline, is an important clinical construct for signaling possible prodromes of dementia. However, this condition is underdiagnosed. To assist monitoring and screening, digital biomarkers derived from commercial off-the-shelf video games may be of interest. These games maintain player engagement over a longer period of time and support longitudinal measurements of cognitive performance. OBJECTIVE: This paper aims to explore how the player actions of Klondike Solitaire relate to cognitive functions and to what extent the digital biomarkers derived from these player actions are indicative of MCI. METHODS: First, 11 experts in the domain of cognitive impairments were asked to correlate 21 player actions to 11 cognitive functions. Expert agreement was verified through intraclass correlation, based on a 2-way, fully crossed design with type consistency. On the basis of these player actions, 23 potential digital biomarkers of performance for Klondike Solitaire were defined. Next, 23 healthy participants and 23 participants living with MCI were asked to play 3 rounds of Klondike Solitaire, which took 17 minutes on average to complete. A generalized linear mixed model analysis was conducted to explore the differences in digital biomarkers between the healthy participants and those living with MCI, while controlling for age, tablet experience, and Klondike Solitaire experience. RESULTS: All intraclass correlations for player actions and cognitive functions scored higher than 0.75, indicating good to excellent reliability. Furthermore, all player actions had, according to the experts, at least one cognitive function that was on average moderately to strongly correlated to a cognitive function. Of the 23 potential digital biomarkers, 12 (52%) were revealed by the generalized linear mixed model analysis to have sizeable effects and significance levels. The analysis indicates sensitivity of the derived digital biomarkers to MCI. CONCLUSIONS: Commercial off-the-shelf games such as digital card games show potential as a complementary tool for screening and monitoring cognition. TRIAL REGISTRATION: ClinicalTrials.gov NCT02971124; https://clinicaltrials.gov/ct2/show/NCT02971124.

10.
Sci Rep ; 9(1): 4519, 2019 03 14.
Artigo em Inglês | MEDLINE | ID: mdl-30872760

RESUMO

Immersive virtual reality has become increasingly popular to improve the assessment and treatment of health problems. This rising popularity is likely to be facilitated by the availability of affordable headsets that deliver high quality immersive experiences. As many health problems are more prevalent in older adults, who are less technology experienced, it is important to know whether they are willing to use immersive virtual reality. In this study, we assessed the initial attitude towards head-mounted immersive virtual reality in 76 older adults who had never used virtual reality before. Furthermore, we assessed changes in attitude as well as self-reported cybersickness after a first exposure to immersive virtual reality relative to exposure to time-lapse videos. Attitudes towards immersive virtual reality changed from neutral to positive after a first exposure to immersive virtual reality, but not after exposure to time-lapse videos. Moreover, self-reported cybersickness was minimal and had no association with exposure to immersive virtual reality. These results imply that the contribution of VR applications to health in older adults will neither be hindered by negative attitudes nor by cybersickness.


Assuntos
Realidade Virtual , Idoso , Idoso de 80 Anos ou mais , Atitude , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Autoeficácia , Autorrelato
11.
JMIR Mhealth Uhealth ; 7(3): e12535, 2019 03 25.
Artigo em Inglês | MEDLINE | ID: mdl-30907737

RESUMO

BACKGROUND: Patients with chronic arthritis (CA) ideally apply self-management behaviors between consultations. This enduring, tedious task of keeping track of disease-related parameters, adhering to medication schemes, and engaging in physical therapy may be supported by using a mobile health (mHealth) app. However, further research is needed to determine which self-management features are valued most by adult patients with CA patients. OBJECTIVE: The aim of this study was to determine the preference of features for an mHealth app to support self-management behavior in patients with CA. In addition, we aimed to explore the motives behind these ratings. METHODS: A mixed-methods approach was used to gather information from 31 adult patients (14 females), aged 23 to 71 years (mean 51 [SD 12.16]), with CA. Structured interviews were conducted to gather data pertaining to preferences of app features. Interviews were analyzed qualitatively, whereas ratings for each of the 28 features studied were analyzed quantitatively. RESULTS: In general, patients with CA favored the use of features pertaining to supporting active and direct disease management, (eg, medication intake and detecting and alarming of bad posture), helping them to keep a close watch on their disease status and inform their health care professional (eg, providing a means to log and report disease-related data) and receiving personalized information (eg, offering tailored information based on the patient's health data). Patients strongly disliked features that provide a means of social interaction or provide incentivization for disease-related actions (eg, being able to compare yourself with other patients, cooperating toward a common goal, and receiving encouragement from friends and/or family). Driving these evaluations is the finding that every patient with CA hurts in his/her own way, the way the disease unfolds over time and manifests itself in the patient and social environment is different for every patient, and patients with CA are well aware of this. CONCLUSIONS: We have offered an insight into how patients with CA favor mHealth features for self-management apps. The results of this research can inform the design and development of prospective self-management apps for patients with CA.


Assuntos
Artrite/terapia , Comportamento do Consumidor/estatística & dados numéricos , Aplicativos Móveis/normas , Pacientes/psicologia , Autogestão/métodos , Adulto , Idoso , Artrite/psicologia , Feminino , Promoção da Saúde/métodos , Promoção da Saúde/normas , Promoção da Saúde/estatística & dados numéricos , Humanos , Entrevistas como Assunto/métodos , Masculino , Pessoa de Meia-Idade , Aplicativos Móveis/estatística & dados numéricos , Pacientes/estatística & dados numéricos , Pesquisa Qualitativa , Autogestão/psicologia , Autogestão/estatística & dados numéricos
12.
JMIR Mhealth Uhealth ; 4(4): e118, 2016 Oct 13.
Artigo em Inglês | MEDLINE | ID: mdl-27742604

RESUMO

BACKGROUND: Chronic arthritis (CA), an umbrella term for inflammatory rheumatic and other musculoskeletal diseases, is highly prevalent. Effective disease-modifying antirheumatic drugs for CA are available, with the exception of osteoarthritis, but require a long-term commitment of patients to comply with the medication regimen and management program as well as a tight follow-up by the treating physician and health professionals. Additionally, patients are advised to participate in physical exercise programs. Adherence to exercises and physical activity programs is often very low. Patients would benefit from support to increase medication compliance as well as compliance to the physical exercise programs. To address these shortcomings, health apps for CA patients have been created. These mobile apps assist patients in self-management of overall health measures, health prevention, and disease management. By including persuasive principles designed to reinforce, change, or shape attitudes or behaviors, health apps can transform into support tools that motivate and stimulate users to achieve or keep up with target behavior, also called persuasive systems. However, the extent to which health apps for CA patients consciously and successfully employ such persuasive principles remains unknown. OBJECTIVE: The objective of this study was to evaluate the number and type of persuasive principles present in current health apps for CA patients. METHODS: A review of apps for arthritis patients was conducted across the three major app stores (Google Play, Apple App Store, and Windows Phone Store). Collected apps were coded according to 37 persuasive principles, based on an altered version of the Persuasive System Design taxonomy of Oinas-Kukkonen and Harjuma and the taxonomy of Behavior Change Techniques of Michie and Abraham. In addition, user ratings, number of installs, and price of the apps were also coded. RESULTS: We coded 28 apps. On average, 5.8 out of 37 persuasive principles were used in each app. The most used category of persuasive principles was System Credibility with an average of 2.6 principles. Task Support was the second most used, with an average of 2.3 persuasive principles. Next was Dialogue Support with an average of 0.5 principles. Social Support was last with an average of 0.01 persuasive principles only. CONCLUSIONS: Current health apps for CA patients would benefit from adding Social Support techniques (eg, social media, user fora) and extending Dialogue Support techniques (eg, rewards, praise). The addition of automated tracking of health-related parameters (eg, physical activity, step count) could further reduce the effort for CA patients to manage their disease and thus increase Task Support. Finally, apps for health could benefit from a more evidence-based approach, both in developing the app as well as ensuring that content can be verified as scientifically proven, which will result in enhanced System Credibility.

SELEÇÃO DE REFERÊNCIAS
DETALHE DA PESQUISA