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1.
Games Health J ; 13(2): 75-83, 2024 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-37878321

RESUMEN

Background: Genomics is an integral part of medical science; however, European citizens' literacy on basic genetic concepts is still poor. The aim of this study was to evaluate the effectiveness of Serious Games (SGs) in increasing genetic literacy in laypeople and to assess the impact of SGs on participants' perceived self-efficacy (SE) in managing genetic risk implications. Materials and Methods: Two minigames and an adventure game were created, together with leaflets reporting the same information as the SGs. Sixty participants enrolled at baseline and completed a brief sociodemographic questionnaire and an ad hoc questionnaire assessing their genetic knowledge. They were assigned to the SGs group (30 subjects) or to the Leaflets group (30 subjects) by matching age and sex. Both groups had about 40 minutes to play the SGs or to read the leaflets. In the postlearning session, participants completed the same genetic knowledge questionnaires administered at baseline and five items from the Self-Efficacy Scale, whereas the SGs group also filled in the In-Game Experience Questionnaire. Results and Conclusion: Results showed that learning genetic concepts through SGs was comparable to learning through leaflets. Playing SGs was also associated with poor feelings of frustration or annoyance, good engagement in the game challenges and contents, and positive feelings, particularly in subjects under 30 years. Participants perceiving SE increased significantly in both Leaflets and SGs groups, but the effect was higher for SGs players. SGs have the potential to increase genetic literacy in the public by making the learning process more engaging, pleasant and by enhancing SE.


Asunto(s)
Aprendizaje , Alfabetización , Humanos , Proyectos Piloto , Emociones , Encuestas y Cuestionarios
2.
Int J Soc Robot ; 15(3): 517-545, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-35194482

RESUMEN

The integration of Ambient Assisted Living (AAL) frameworks with Socially Assistive Robots (SARs) has proven useful for monitoring and assisting older adults in their own home. However, the difficulties associated with long-term deployments in real-world complex environments are still highly under-explored. In this work, we first present the MoveCare system, an unobtrusive platform that, through the integration of a SAR into an AAL framework, aimed to monitor, assist and provide social, cognitive, and physical stimulation in the own houses of elders living alone and at risk of falling into frailty. We then focus on the evaluation and analysis of a long-term pilot campaign of more than 300 weeks of usages. We evaluated the system's acceptability and feasibility through various questionnaires and empirically assessed the impact of the presence of an assistive robot by deploying the system with and without it. Our results provide strong empirical evidence that Socially Assistive Robots integrated with monitoring and stimulation platforms can be successfully used for long-term support to older adults. We describe how the robot's presence significantly incentivised the use of the system, but slightly lowered the system's overall acceptability. Finally, we emphasise that real-world long-term deployment of SARs introduces a significant technical, organisational, and logistical overhead that should not be neglected nor underestimated in the pursuit of long-term robust systems. We hope that the findings and lessons learned from our work can bring value towards future long-term real-world and widespread use of SARs.

3.
Gait Posture ; 86: 27-32, 2021 05.
Artículo en Inglés | MEDLINE | ID: mdl-33676301

RESUMEN

BACKGROUND: Early detection of gait impairments in older adults allows the early uncovering of fall risk and/or cognitive deficits, resulting in timely interventions. Dual-task paradigms have been shown to be more sensitive than single-task conditions for the detection of subtle yet relevant gait impairments. RESEARCH QUESTION: Can a system - encompassing a pair of instrumented insoles and a customized mobile app - transparently and accurately study ecological walking activities in single- and dual-task conditions, with the aim of detecting early and subtle age-related alterations of gait? METHODS: The system was tested on 19 older adults during outdoor walking (two identical single-task trials and two motor-cognitive dual-task trials with the user engaged in a simple phone call and in a cognitive-demanding phone call). A single-task cognitive trial was included. Relative reliability of the gait parameters provided by the insoles during single-task walking was investigated (Intraclass Correlation Coefficient). The effect of dual tasking on both motor (Friedman test) and cognitive (Wilcoxon signed-rank test) domains was studied. To study usability, the system was tested on 5 older adults in real-life environment over 3 months. RESULTS: Most of the parameters showed excellent reliability. Independently from the cognitive demand, walking while talking resulted in increased gait cycle and step time, with a prolonged stance phase due to an augmented double-support. Variability of gait cycle and stance phase increased only during the most demanding dual-task. Dual tasking resulted in a reduced cognitive score. Usability feedback were excellent, with users reporting to understand the usefulness of the devised system and to feel at ease when using the system and the insoles. SIGNIFICANCE: This work paves the way toward fruitful applications of the devised system to achieve accurate and ecological monitoring of daily-life walking activities, with the final aim of detecting early and subtle alterations of gait.


Asunto(s)
Envejecimiento/fisiología , Marcha/fisiología , Aplicaciones Móviles , Telemedicina/métodos , Caminata/estadística & datos numéricos , Anciano , Anciano de 80 o más Años , Humanos
4.
Annu Int Conf IEEE Eng Med Biol Soc ; 2020: 5749-5752, 2020 07.
Artículo en Inglés | MEDLINE | ID: mdl-33019280

RESUMEN

The analysis of the writing gesture has been successfully investigated in the diagnosis of age-related diseases, but the current technologies and methods still do not allow the ecological daily monitoring of handwriting, mostly because they rely on standardized writing protocols. In this study, we first designed and validated a novel electronic ink pen, equipped with motion and writing force sensing, for the ecological daily-life monitoring of handwriting in uncontrolled environments. We used the pen to acquire writing activities from healthy adults, from which we computed useful handwriting and tremor indicators. We evaluated the reliability of our measurements by computing the intraclass correlation coefficients (ICC) and the minimal detectable changes (MDC). Moderate to excellent reliability were obtained for all the handwriting indicators computed in two different writing tasks. MDC values can be used as reference to discriminate a real change in the handwriting parameters from a measurement error in longitudinal studies. These results pave the way towards the use of the pen for daily life handwriting monitoring.


Asunto(s)
Escritura Manual , Tinta , Reproducibilidad de los Resultados
5.
Health Informatics J ; 26(3): 1952-1968, 2020 09.
Artículo en Inglés | MEDLINE | ID: mdl-31903859

RESUMEN

Telemonitoring is one of the most expedient answers to the strong need for preventive care imposed by the rapidly aging society. We propose an innovative solution to the detection of early signs of frailty by presenting a serious game controlled by a smart sensorized soft plastic ball, designed to achieve continuous home-based monitoring of muscle weakness in older adults. Design, development, and testing of the smart ball and of the game interface devised to guide the monitoring procedure are presented. Reliability and concurrent validity of the system in measuring maximal grip strength against the clinical standard Jamar® were evaluated. Serious game usability and acceptance were investigated on 26 elderlies. Smart ball and Jamar measurements were well correlated (0.76 and 0.80 for dominant and non-dominant hands) and test-retest reliability of pressure measurements was excellent (intraclass correlation coefficient >0.94). The serious game was well accepted by the 96.1 percent of participants, who provided a strongly positive usability score (87.7/100). The smart ball-driven serious game demonstrated excellent reliability and good validity in measuring grip strength. The proposed smart ball-driven serious game can be used for home self-monitoring of grip strength in elderlies.


Asunto(s)
Envejecimiento , Fuerza de la Mano , Anciano , Humanos , Dinamómetro de Fuerza Muscular , Reproducibilidad de los Resultados
6.
Sensors (Basel) ; 19(24)2019 Dec 13.
Artículo en Inglés | MEDLINE | ID: mdl-31847216

RESUMEN

We describe here a platform for autonomous hand rehabilitation and telemonitoring of young patients. A toy embedding the electronics required to sense fingers pressure in different grasping modalities is the core element of this platform. The system has been realized following the user-centered design methodology taking into account stakeholder needs from start: clinicians require reliable measurements and the ability to get a picture remotely on rehabilitation progression; children have asked to interact with a pleasant and comfortable object that is easy to use, safe, and rewarding. These requirements are not antithetic, and considering both since the design phase has allowed the realization of a platform reliable to clinicians and keen to be used by young children.


Asunto(s)
Fuerza de la Mano/fisiología , Mano/fisiología , Juego e Implementos de Juego , Técnicas Biosensibles , Humanos , Presión , Tecnología Inalámbrica
7.
Stud Health Technol Inform ; 261: 82-87, 2019.
Artículo en Inglés | MEDLINE | ID: mdl-31156095

RESUMEN

The lowering costs of DNA sequencing and the diffusion of numerous Direct to Consumer Genetic Testing (DTC-GT) services have made genetic testing easily available to the general public who can buy them without any medical prescription or consultation. Nevertheless, the knowledge required to understand the provided results and their implications is still scarce in the general public. Starting from these considerations, we developed two mini-games and one serious game to increase people genetic literacy through experiential learning. The three games were tested for usability on a sample of 30 participants, 10 for each game, who were asked to report any positive or negative issue related to the games and to fulfill the Game Experience Questionnaire in order to evaluate their playing experience. Results from the three games show that players experienced moderate levels of immersion and flow, low levels of negative sensations, and a prevalence of positive emotions. In general, these encouraging results suggest that the proposed games are suitable to transmit genetic notions to the general public.


Asunto(s)
Genética , Educación del Paciente como Asunto , Interfaz Usuario-Computador , Juegos de Video , Juegos Recreacionales , Humanos , Encuestas y Cuestionarios
8.
Eur J Phys Rehabil Med ; 54(4): 545-553, 2018 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-28949120

RESUMEN

BACKGROUND: New technologies, such as telerehabilitation and gaming devices offer the possibility for patients to train at home. This opens the challenge of safety for the patient as he/she is called to exercise neither with a therapist on the patients' side nor with a therapist linked remotely to supervise the sessions. AIM: To study the safety, usability and patient acceptance of an autonomous telerehabilitation system for balance and gait (the REWIRE platform) in the patients home. DESIGN: Cohort study. SETTING: Community, in the stroke patients' home. POPULATION: Fifteen participants with first-ever stroke, with a mild to moderate residual deficit of the lower extremities. METHODS: Autonomous rehabilitation based on virtual rehabilitation was provided at the participants' home for twelve weeks. The primary outcome was compliance (the ratio between days of actual and scheduled training), analyzed with the two-tailed Wilcoxon Mann-Whitney test. Furthermore safety is defined by adverse events. The secondary endpoint was the acceptance of the system measured with the Technology Acceptance Model (TAM). Additionally, the cumulative duration of weekly training was analyzed. RESULTS: During the study there were no adverse events related to the therapy. Patients performed on average 71% (range 39 to 92%) of the scheduled sessions. The TAM Questionnaire showed excellent values for stroke patients after the training. The average training duration per week was 99±53min. CONCLUSIONS: Autonomous telerehabilitation for balance and gait training with the REWIRE-system is safe, feasible and can help to intensive rehabilitative therapy at home. CLINICAL REHABILITATION IMPACT: Telerehabilitation enables safe training in home environment and supports of the standard rehabilitation therapy.


Asunto(s)
Marcha/fisiología , Satisfacción del Paciente/estadística & datos numéricos , Equilibrio Postural/fisiología , Rehabilitación de Accidente Cerebrovascular/métodos , Telerrehabilitación/métodos , Interfaz Usuario-Computador , Anciano , Enfermedad Crónica , Estudios de Cohortes , Femenino , Servicios de Atención de Salud a Domicilio/organización & administración , Humanos , Masculino , Persona de Mediana Edad , Cooperación del Paciente/estadística & datos numéricos , Proyectos Piloto , Accidente Cerebrovascular/diagnóstico , Resultado del Tratamiento
9.
JMIR Serious Games ; 5(3): e17, 2017 Aug 25.
Artículo en Inglés | MEDLINE | ID: mdl-28842388

RESUMEN

BACKGROUND: Use of exergames can complement conventional therapy and increase the amount and intensity of visuospatial neglect (VSN) training. A series of 9 exergames-games based on therapeutic principles-aimed at improving exploration of the neglected space for patients with VSN symptoms poststroke was developed and tested for its feasibility. OBJECTIVES: The goal was to determine the feasibility of the exergames with minimal supervision in terms of (1) implementation of the intervention, including adherence, attrition and safety, and (2) limited efficacy testing, aiming to document possible effects on VSN symptoms in a case series of patients early poststroke. METHODS: A total of 7 patients attended the 3-week exergames training program on a daily basis. Adherence of the patients was documented in a training diary. For attrition, the number of participants lost during the intervention was registered. Any adverse events related to the exergames intervention were noted to document safety. Changes in cognitive and spatial exploration skills were measured with the Zürich Maxi Mental Status Inventory and the Neglect Test. Additionally, we developed an Eye Tracker Neglect Test (ETNT) using an infrared camera to detect and measure neglect symptoms pre- and postintervention. RESULTS: The median was 14 out of 15 (93%) attended sessions, indicating that the adherence to the exergames training sessions was high. There were no adverse events and no drop-outs during the exergame intervention. The individual cognitive and spatial exploration skills slightly improved postintervention (P=.06 to P=.98) and continued improving at follow-up (P=.04 to P=.92) in 5 out of 7 (71%) patients. Calibration of the ETNT was rather error prone. The ETNT showed a trend for a slight median group improvement from 15 to 16 total located targets (+6%). CONCLUSIONS: The high adherence rate and absence of adverse events showed that these exergames were feasible and safe for the participants. The results of the amount of exergames use is promising for future applications and warrants further investigations-for example, in the home setting of patients to augment training frequency and intensity. The preliminary results indicate the potential of these exergames to cause improvements in cognitive and spatial exploration skills over the course of training for stroke patients with VSN symptoms. Thus, these exergames are proposed as a motivating training tool to complement usual care. The ETNT showed to be a promising assessment for quantifying spatial exploration skills. However, further adaptations are needed, especially regarding calibration issues, before its use can be justified in a larger study sample.

10.
JMIR Serious Games ; 5(3): e18, 2017 Aug 25.
Artículo en Inglés | MEDLINE | ID: mdl-28842390

RESUMEN

BACKGROUND: Visuospatial neglect due to stroke is characterized by the inability to perceive stimuli emerging in the area opposite to the side of brain damage. Besides adopting conventional rehabilitation methods to treat neglect symptoms, the use of virtual reality (VR) is becoming increasingly popular. We designed a series of 9 exergames aimed to improve exploration of the neglected side of space. When new VR interventions are designed, it is important to assess the usability aspects of such management strategies within the target population. To date, most studies used questionnaires to assess user satisfaction with the intervention or product being tested. However, only a combination of both quantitative and qualitative data allows a full picture of user perspective. OBJECTIVE: The purpose of this study was to quantitatively and qualitatively assess patient and therapist perspectives of a VR intervention based on the series of 9 exergames designed to explore hemineglected space. Specifically, we wanted to evaluate (1) perceived-user friendliness of the exergames, (2) attitude towards using the exergames, and (3) intention to use the exergames in the future. METHODS: A total of 19 participants (7 patients, 12 therapists) evaluated the exergames they had used 5 times a week during 3 weeks. The Technology Acceptance Model (TAM) questionnaire was filled out after the intervention. Based on those responses, we conducted focus group interviews (with therapists) and individual interviews (with patients). To analyze the TAM questionnaires, we used descriptive statistics. We adopted content and comparative analysis to analyze the interviews and drew illustration maps to analyze the focus group interviews. RESULTS: The therapists took a more critical stance with a mean TAM questionnaire total score of 48.6 (SD 4.5) compared to the patients who had a mean total score of 56.1 (SD 12.3). The perceived user-friendliness score was 5.6 (SD 1.4) for patients and 4.9 (SD 1.4) for therapists. The attitude towards using the exergames was rated 4.8 (SD 1.9) by patients and 3.6 (SD 1.4) by therapists, respectively. The intention to use the exergames in the future was rated 3.9 (SD 2.1) by patients and 3.7 (SD 1.8) by therapists. We gained information on how to improve the exergames in the interviews. CONCLUSIONS: Patients and therapists perceived the exergames as user-friendly; however, using the games further with the actual test version was not perceived as conceivable. The therapists were generally more critical towards future use than the patients. Therefore, involving both users to achieve acceptable and user-friendly versions of game-based rehabilitation for the future is deemed crucial and warranted. TRIAL REGISTRATION: Clinicaltrials.gov NCT02353962; https://clinicaltrials.gov/ct2/show/NCT02353962 (Archived by WebCite at http://www.webcitation.org/6soxIJlAZ).

11.
J Neuroeng Rehabil ; 13(1): 80, 2016 09 08.
Artículo en Inglés | MEDLINE | ID: mdl-27608923

RESUMEN

Well-developed coordination of the upper extremities is critical for function in everyday life. Interlimb coordination is an intuitive, yet subjective concept that refers to spatio-temporal relationships between kinematic, kinetic and physiological variables of two or more limbs executing a motor task with a common goal. While both the clinical and neuroscience communities agree on the relevance of assessing and quantifying interlimb coordination, rehabilitation engineers struggle to translate the knowledge and needs of clinicians and neuroscientists into technological devices for the impaired. The use of ambiguous definitions in the scientific literature, and lack of common agreement on what should be measured, present large barriers to advancements in this area. Here, we present the different definitions and approaches to assess and quantify interlimb coordination in the clinic, in motor control studies, and by state-of-the-art robotic devices. We then propose a taxonomy of interlimb activities and give recommendations for future neuroscience-based robotic- and sensor-based assessments of upper limb function that are applicable to the everyday clinical practice. We believe this is the first step towards our long-term goal of unifying different fields and help the generation of more consistent and effective tools for neurorehabilitation.


Asunto(s)
Desempeño Psicomotor/fisiología , Investigación en Rehabilitación/normas , Fenómenos Biomecánicos , Humanos , Lenguaje , Masculino , Robótica/instrumentación , Robótica/normas , Extremidad Superior/fisiopatología
12.
IEEE Trans Neural Netw ; 21(2): 275-85, 2010 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-20007028

RESUMEN

In this paper, a novel real-time online network model is presented. It is derived from the hierarchical radial basis function (HRBF) model and it grows by automatically adding units at smaller scales, where the surface details are located, while data points are being collected. Real-time operation is achieved by exploiting the quasi-local nature of the Gaussian units: through the definition of a quad-tree structure to support their receptive field local network reconfiguration can be obtained. The model has been applied to 3-D scanning, where an updated real-time display of the manifold to the operator is fundamental to drive the acquisition procedure itself. Quantitative results are reported, which show that the accuracy achieved is comparable to that of two batch approaches: batch HRBF and support vector machines (SVMs). However, these two approaches are not suitable to real-time online learning. Moreover, proof of convergence is also given.


Asunto(s)
Algoritmos , Inteligencia Artificial , Procesamiento de Imagen Asistido por Computador/métodos , Imagenología Tridimensional/métodos , Redes Neurales de la Computación , Bases de Datos Factuales , Rayos Láser , Distribución Normal , Factores de Tiempo
13.
Biol Cybern ; 99(6): 473-89, 2008 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-18813942

RESUMEN

In this paper we introduce a simple model based on probabilistic finite state automata to describe an emotional interaction between a robot and a human user, or between simulated agents. Based on the agent's personality, attitude, and nature, and on the emotional inputs it receives, the model will determine the next emotional state displayed by the agent itself. The probabilistic and time-varying nature of the model yields rich and dynamic interactions, and an autonomous adaptation to the interlocutor. In addition, a reinforcement learning technique is applied to have one agent drive its partner's behavior toward desired states. The model may also be used as a tool for behavior analysis, by extracting high probability patterns of interaction and by resorting to the ergodic properties of Markov chains.


Asunto(s)
Inteligencia Artificial , Emociones , Redes Neurales de la Computación , Robótica/métodos , Interfaz Usuario-Computador , Ciencias de la Conducta/métodos , Humanos , Cadenas de Markov , Refuerzo en Psicología , Conducta Social
14.
IEEE Trans Neural Netw ; 18(1): 161-77, 2007 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-17278470

RESUMEN

Modern scanners are able to deliver huge quantities of three-dimensional (3-D) data points sampled on an object's surface, in a short time. These data have to be filtered and their cardinality reduced to come up with a mesh manageable at interactive rates. We introduce here a novel procedure to accomplish these two tasks, which is based on an optimized version of soft vector quantization (VQ). The resulting technique has been termed enhanced vector quantization (EVQ) since it introduces several improvements with respect to the classical soft VQ approaches. These are based on computationally expensive iterative optimization; local computation is introduced here, by means of an adequate partitioning of the data space called hyperbox (HB), to reduce the computational time so as to be linear in the number of data points N, saving more than 80% of time in real applications. Moreover, the algorithm can be fully parallelized, thus leading to an implementation that is sublinear in N. The voxel side and the other parameters are automatically determined from data distribution on the basis of the Zador's criterion. This makes the algorithm completely automatic. Because the only parameter to be specified is the compression rate, the procedure is suitable even for nontrained users. Results obtained in reconstructing faces of both humans and puppets as well as artifacts from point clouds publicly available on the web are reported and discussed, in comparison with other methods available in the literature. EVQ has been conceived as a general procedure, suited for VQ applications with large data sets whose data space has relatively low dimensionality.


Asunto(s)
Inteligencia Artificial , Cara/anatomía & histología , Aumento de la Imagen/métodos , Interpretación de Imagen Asistida por Computador/métodos , Imagenología Tridimensional/métodos , Reconocimiento de Normas Patrones Automatizadas/métodos , Procesamiento de Señales Asistido por Computador , Algoritmos , Biometría/métodos , Análisis por Conglomerados , Humanos , Almacenamiento y Recuperación de la Información/métodos
15.
IEEE Trans Neural Netw ; 15(1): 178-88, 2004 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-15387258

RESUMEN

An approximating neural model, called hierarchical radial basis function (HRBF) network, is presented here. This is a self-organizing (by growing) multiscale version of a radial basis function (RBF) network. It is constituted of hierarchical layers, each containing a Gaussian grid at a decreasing scale. The grids are not completely filled, but units are inserted only where the local error is over threshold. This guarantees a uniform residual error and the allocation of more units with smaller scales where the data contain higher frequencies. Only local operations, which do not require any iteration on the data, are required; this allows to construct the network in quasi-real time. Through harmonic analysis, it is demonstrated that, although a HRBF cannot be reduced to a traditional wavelet-based multiresolution analysis (MRA), it does employ Riesz bases and enjoys asymptotic approximation properties for a very large class of functions. HRBF networks have been extensively applied to the reconstruction of three-dimensional (3-D) models from noisy range data. The results illustrate their power in denoising the original data, obtaining an effective multiscale reconstruction of better quality than that obtained by MRA.


Asunto(s)
Imagenología Tridimensional/métodos , Redes Neurales de la Computación , Cara
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