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1.
Sensors (Basel) ; 23(6)2023 Mar 20.
Artigo em Inglês | MEDLINE | ID: mdl-36991992

RESUMO

BACKGROUND: This article presents the system architecture and validation of the NeuroSuitUp body-machine interface (BMI). The platform consists of wearable robotics jacket and gloves in combination with a serious game application for self-paced neurorehabilitation in spinal cord injury and chronic stroke. METHODS: The wearable robotics implement a sensor layer, to approximate kinematic chain segment orientation, and an actuation layer. Sensors consist of commercial magnetic, angular rate and gravity (MARG), surface electromyography (sEMG), and flex sensors, while actuation is achieved through electrical muscle stimulation (EMS) and pneumatic actuators. On-board electronics connect to a Robot Operating System environment-based parser/controller and to a Unity-based live avatar representation game. BMI subsystems validation was performed using exercises through a Stereoscopic camera Computer Vision approach for the jacket and through multiple grip activities for the glove. Ten healthy subjects participated in system validation trials, performing three arm and three hand exercises (each 10 motor task trials) and completing user experience questionnaires. RESULTS: Acceptable correlation was observed in 23/30 arm exercises performed with the jacket. No significant differences in glove sensor data during actuation state were observed. No difficulty to use, discomfort, or negative robotics perception were reported. CONCLUSIONS: Subsequent design improvements will implement additional absolute orientation sensors, MARG/EMG based biofeedback to the game, improved immersion through Augmented Reality and improvements towards system robustness.


Assuntos
Exoesqueleto Energizado , Reabilitação Neurológica , Robótica , Reabilitação do Acidente Vascular Cerebral , Acidente Vascular Cerebral , Dispositivos Eletrônicos Vestíveis , Humanos
2.
Front Psychol ; 11: 612835, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-33519632

RESUMO

Human-Computer Interaction (HCI) and games set a new domain in understanding people's motivations in gaming, behavioral implications of game play, game adaptation to player preferences and needs for increased engaging experiences in the context of HCI serious games (HCI-SGs). When the latter relate with people's health status, they can become a part of their daily life as assistive health status monitoring/enhancement systems. Co-designing HCI-SGs can be seen as a combination of art and science that involves a meticulous collaborative process. The design elements in assistive HCI-SGs for Parkinson's Disease (PD) patients, in particular, are explored in the present work. Within this context, the Game-Based Learning (GBL) design framework is adopted here and its main game-design parameters are explored for the Exergames, Dietarygames, Emotional games, Handwriting games, and Voice games design, drawn from the PD-related i-PROGNOSIS Personalized Game Suite (PGS) (www.i-prognosis.eu) holistic approach. Two main data sources were involved in the study. In particular, the first one includes qualitative data from semi-structured interviews, involving 10 PD patients and four clinicians in the co-creation process of the game design, whereas the second one relates with data from an online questionnaire addressed by 104 participants spanning the whole related spectrum, i.e., PD patients, physicians, software/game developers. Linear regression analysis was employed to identify an adapted GBL framework with the most significant game-design parameters, which efficiently predict the transferability of the PGS beneficial effect to real-life, addressing functional PD symptoms. The findings of this work can assist HCI-SG designers for designing PD-related HCI-SGs, as the most significant game-design factors were identified, in terms of adding value to the role of HCI-SGs in increasing PD patients' quality of life, optimizing the interaction with personalized HCI-SGs and, hence, fostering a collaborative human-computer symbiosis.

3.
Stud Health Technol Inform ; 251: 15-18, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-29968590

RESUMO

The use of new technology seems to be an important factor that contributes to the overall ability to adapt and achieve higher independence. Technologies using digital games have gained the great interest of the scientific community as there are many advantages for both effectiveness and benefits, physically and mentally, providing the opportunity for essential and enjoyable training. This study presents an important initial step utilizing the LLM Care service which focuses on the needs and challenges for the health and daily living of people with Down syndrome (DS) by applying new technology hardware and software. People with cognitive impairments, such as memory, attention and motivation problems may also benefit from this kind of cognitive support that assistive technology offers.


Assuntos
Síndrome de Down/reabilitação , Tecnologia Assistiva , Atenção , Pessoas com Deficiência , Síndrome de Down/psicologia , Humanos , Memória , Motivação
4.
Stud Health Technol Inform ; 251: 78-81, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-29968606

RESUMO

Parkinson's disease (PD) is a neurodegenerative disorder that affects more than 10 million people worldwide. Assistive technology and exergames come to play a beneficial role in positive mood and socialization improvement, overall quality of life and improved confidence with everyday functional activities. More and more Exergames inserts in the market but how many of that are fitting the patient's needs? How many of that took into consideration theirs's opinion. This study describes the Minimum Viable Product (MVP) model "Develop-measure-learn" circle in a co-creation way with the PD patients to develop and improve Exergames for them, and the tools that are needed to accomplish. The most important outcome of this procedure was the proposed development of more realistic games, giving the researchers the step of starting the investigation of 3D solutions.


Assuntos
Doença de Parkinson/reabilitação , Participação do Paciente , Tecnologia Assistiva , Jogos de Vídeo , Exercício Físico , Humanos , Imageamento Tridimensional , Qualidade de Vida
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