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1.
Front Public Health ; 11: 1026662, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37790724

RESUMO

Background: Due to the Coronavirus disease 19 (COVID-19) related social distancing measures and health service suspension, physical activity has declined, leading to increased falling risk and disability, and consequently, compromising the older adult health. How to improve the quality of older adult life has become a crucial social issue. Objective: In traditional rehabilitation, manual and repetitive muscle training cannot identify the patient's rehabilitation effect, and increasing the willingness to use it is not easy. Therefore, based on the usability perspective, this study aims to develop a novel smart somatosensory wearable assistive device (called SSWAD) combined with wireless surface electromyography (sEMG) and exergame software and hardware technology. The older adult can do knee extension, ankle dorsiflexion, and ankle plantar flexion rehabilitation exercises at home. Meanwhile, sEMG values can be digitally recorded to assist physicians (or professionals) in judgment, treatment, or diagnosis. Methods: To explore whether the novel SSWAD could improve the older adult willingness to use and motivation for home rehabilitation, 25 frail older adult (12 males and 13 females with an average age of 69.3) perform the rehabilitation program with the SSWAD, followed by completing the system usability scale (SUS) questionnaire and the semi-structured interview for the quantitative and qualitative analyses. In addition, we further investigate whether the factor of gender or prior rehabilitation experience would affect the home rehabilitation willingness or not. Results: According to the overall SUS score, the novel SSWAD has good overall usability performance (77.70), meaning that the SSWAD makes older adult feel interested and improves their willingness for continuous rehabilitation at home. In addition, the individual item scores of SUS are shown that female older adult with prior rehabilitation experience perform better in "Learnability" (t = 2.35, p = 0.03) and "Confidence" (t = -3.24, p = 0.01). On the contrary, male older adult without rehabilitation experience are more willing to adopt new technologies (t = -2.73, p = 0.02), and perform better in "Learnability" (t = 2.18, p = 0.04) and "Confidence" (t = -3.75, p < 0.001) with the SSWAD. In addition, the result of the semi-structured interview shows that the operation of the SSWAD is highly flexible, thus reducing older adult burden during the rehabilitation exercise and using them long-term. Conclusion: This novel SSWAD receives consistently positive feedback regardless of the gender or prior rehabilitation experience of elders. The SSWAD could be used as a novel way of home rehabilitation for elders, especially during the COVID-19 pandemic. Older adult can do rehabilitation exercises at home, and physicians could make proper judgments or adjust suitable treatments online according to the sEMG data, which older adult can know their rehabilitation progress at the same time. Most importantly, older adult do not have to go to the hospital every time for rehabilitation, which significantly reduces time and the risk of infection.


Assuntos
COVID-19 , Tecnologia Assistiva , Dispositivos Eletrônicos Vestíveis , Humanos , Masculino , Feminino , Idoso , Pandemias , COVID-19/epidemiologia , Terapia por Exercício
2.
PLoS One ; 18(8): e0290259, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37616305

RESUMO

Obesity-related diseases have been on the rise, making it important to promote physical activity. Smart sports watches are popular among young people and can play a role in this regard. This study aims to evaluate the impact of different watch head design types on the visual image of smart sports watches. Based on sales data, seven sports smartwatches with sales of over 2000 units were selected from a sample of 50 as representative samples. A factor analysis and questionnaire survey were used to identify four groups of adjectives that describe watch heads: Sporty and Smart, precious and exquisite, distinctive and avant-garde, and trendy and technological. College students evaluated the seven watches using these adjectives, and using triangular fuzzy mathematics theory, the watches were divided into three categories. The results show that the seven watches had significant differences in appearing "Sporty and Smart" and "precious and exquisite", while the visual imagery of "distinctive and avant-garde" and "trendy and technological" had no significant difference. Based on the grouping analysis of the seven samples, it is concluded that: the slim and compact shape without excessive decoration has a sense of sportiness and simplicity; the square shape combined with left and right buttons has a sense of sportiness and fashion; the unique connection between the round shape, the watch strap, and the watch head, as well as the strong mechanical feeling, have a sense of value. To substantiate the validity of our research findings, we devised three novel specimens based on the morphological elements of sports watches and conducted surveys accordingly. Statistical analysis revealed a fundamental coherence between the performance of these specimens in four stylistic domains and the expression of style-forming elements, confirming the reference value of these findings in the stylistic design of sports smartwatches. This study provides designers with references for improving the design and development efficiency of smart sports watches, promoting their sustainable development.


Assuntos
Esportes , Percepção Visual , Humanos , Adolescente , Comércio , Emoções , Exercício Físico
3.
J Clin Med ; 12(6)2023 Mar 13.
Artigo em Inglês | MEDLINE | ID: mdl-36983226

RESUMO

Image recognition and neuroimaging are increasingly being used to understand the progression of Alzheimer's disease (AD). However, image data from single-photon emission computed tomography (SPECT) are limited. Medical image analysis requires large, labeled training datasets. Therefore, studies have focused on overcoming this problem. In this study, the detection performance of five convolutional neural network (CNN) models (MobileNet V2 and NASNetMobile (lightweight models); VGG16, Inception V3, and ResNet (heavier weight models)) on medical images was compared to establish a classification model for epidemiological research. Brain scan image data were collected from 99 subjects, and 4711 images were used. Demographic data were compared using the chi-squared test and one-way analysis of variance with Bonferroni's post hoc test. Accuracy and loss functions were used to evaluate the performance of CNN models. The cognitive abilities screening instrument and mini mental state exam scores of subjects with a clinical dementia rating (CDR) of 2 were considerably lower than those of subjects with a CDR of 1 or 0.5. This study analyzed the classification performance of various CNN models for medical images and proved the effectiveness of transfer learning in identifying the mild cognitive impairment, mild AD, and moderate AD scoring based on SPECT images.

4.
JMIR Serious Games ; 10(3): e38465, 2022 Jul 14.
Artigo em Inglês | MEDLINE | ID: mdl-35834303

RESUMO

BACKGROUND: In aging societies, dementia risk increases with advancing age, increasing the incidence of dementia-related degenerative diseases and other complications, especially fall risk. Dementia also escalates the care burden, impacting patients, their families, social welfare institutions, and the social structure and medical system. OBJECTIVE: In elderly dementia, traditional card recognition rehabilitation (TCRR) does not effectively increase one's autonomy. Therefore, from the usability perspective, we used the Tetris game as a reference to develop an interactive somatosensory game rehabilitation (ISGR) with nostalgic style for elders with mild cognitive impairment (MCI). Through intuitive gesture-controlled interactive games, we evaluated subjective feelings concerning somatosensory game integration into rehabilitation to explore whether the ISGR could improve the willingness to use and motivation for rehabilitation among elders with MCI. METHODS: A total of 15 elders with MCI (7 males and 8 females with an average age of 78.4 years) underwent 2 experiments for 15 minutes. During experiment 1, TCRR was performed, followed by completing the questionnaire of the System Usability Scale (SUS). After 3-5 minutes, the second experiment (the ISGR) was conducted, followed by completing another SUS. We used SUS to explore differences in impacts of TCRR and ISGR on willingness to use among elders with MCI. In addition, we further investigated whether the factor of gender or prior rehabilitation experience would affect the rehabilitation willingness or not. RESULTS: The novel ISGR made the elderly feel interested and improved their willingness for continuous rehabilitation. According to the overall SUS score, the ISGR had better overall usability performance (73.7) than the TCRR (58.0) (t28=-4.62, P<.001). Furthermore, the ISGR individual item scores of "Willingness to Use" (t28=-8.27, P<.001), "Easy to Use" (t28=-3.17, P<.001), "System Integration" (t28=-5.07, P<.001), and "Easy to Learn" (t28=-2.81, P<.001) were better than TCRR. The somatosensory game was easier to learn and master for females than for males (t13=2.71, P=.02). Besides, the ISGR was easier to use (t12=-2.50, P=.02) and learn (t14=-3.33, P<.001) for those without prior rehabilitation experience. The result indicates that for elders with no rehabilitation experience ISGR was easier to use and simpler to learn than TCRR. CONCLUSIONS: Regardless of prior rehabilitation experience, the ISGR developed in this study was easy to learn and effective in continuously improving willingness to use. Furthermore, the adoption of a nostalgic game design style served the function of cognitive training and escalated interest in rehabilitation. The ISGR also improved user stickiness by introducing different game scenarios and difficulties, increasing long-term interest and motivation for rehabilitation. For future research on the adoption of interactive somatosensory games in rehabilitation, additional rehabilitation movements can be developed to benefit the elderly with MCI.

5.
Artigo em Inglês | MEDLINE | ID: mdl-35627581

RESUMO

With the spread of COVID-19 worldwide, various travel restrictions are becoming a significant trigger for anxiety. Although healing products could relieve anxiety, few scholars have proposed a practical design strategy. Therefore, we offer a design strategy for healing products that includes three phases: preparation, analysis, and verification. In Phase 1, 20 people with moderate or high anxiety are invited to rate 100 samples. Then, FCM is used to obtain representative samples. In Phase 2, a three-layer diagram (incl. the upper, middle, and lower layers) of healing products is obtained using the evaluation grid method. Subsequently, the middle layer is considered evaluation criteria. Additionally, 18 items in the lower layer are considered design guidelines. In Phase 3, we invite two teams to develop innovative designs based on design guidelines and personal experience, generating four alternatives. Finally, four alternatives and four healing commodities are evaluated using grey relation analysis and perceptual questionnaires. The consistency of both evaluations could confirm the validity of the evaluation criteria. The alternatives generated based on the design guidelines are better than other alternatives, demonstrating the effectiveness of the design guidelines. The design strategy is beneficial for developing and evaluating healing products to alleviate people's anxiety during COVID-19.


Assuntos
COVID-19 , Ansiedade , Transtornos de Ansiedade , Humanos , Viagem , Cicatrização
6.
ScientificWorldJournal ; 2012: 689842, 2012.
Artigo em Inglês | MEDLINE | ID: mdl-23258961

RESUMO

How to design highly reputable and hot-selling products is an essential issue in product design. Whether consumers choose a product depends largely on their perception of the product image. A consumer-oriented design approach presented in this paper helps product designers incorporate consumers' perceptions of product forms in the design process. The consumer-oriented design approach uses quantification theory type I, grey prediction (the linear modeling technique), and neural networks (the nonlinear modeling technique) to determine the optimal form combination of product design for matching a given product image. An experimental study based on the concept of Kansei Engineering is conducted to collect numerical data for examining the relationship between consumers' perception of product image and product form elements of personal digital assistants (PDAs). The result of performance comparison shows that the QTTI model is good enough to help product designers determine the optimal form combination of product design. Although the PDA form design is used as a case study, the approach is applicable to other consumer products with various design elements and product images. The approach provides an effective mechanism for facilitating the consumer-oriented product design process.


Assuntos
Participação da Comunidade , Computadores de Mão , Ergonomia/métodos , Redes Neurais de Computação , Adulto , Algoritmos , Simulação por Computador , Desenho Assistido por Computador , Comportamento do Consumidor , Feminino , Humanos , Modelos Lineares , Masculino , Pessoa de Meia-Idade
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