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1.
PLoS One ; 18(10): e0292323, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37871047

RESUMO

Violence against women (VAW) is a serious violation of the rights to life, health, and physical integrity. Recent studies point out that social, economic, and demographic factors directly impact the advance of this type of violence. In view of these facts, the state has its responsibility increased when it cannot provide the public equipment necessary for management strategies that collaborate with the confrontation of violence. This project aims to develop a multicriteria decision analysis model (MCDA) to classify Pará municipalities with regard to the propensity for VAW crime, based on the mapping of assistance and protection equipment, as well as socioeconomic indicators of each municipality. The model developed and the research findings represent an important step in elaboration. In turn, this model demonstrates its ability to be a possible instrument that decision makers and implementers of public policies aimed at protecting and supporting women victims of violence in order to anticipate new occurrences.


Assuntos
Violência , Feminino , Humanos , Cidades , Violência/prevenção & controle , Fatores Socioeconômicos
2.
Saude e pesqui. (Impr.) ; 16(1): e11194, jan.-mar. 2023.
Artigo em Português | LILACS-Express | LILACS | ID: biblio-1438045

RESUMO

O mercado de games digitais no Brasil tem um crescimento de destaque nos últimos anos. Nessa área têm se destacado os jogos educativos, que demonstram resultados positivos para a prática de gamificação no processo de aprendizado. Este artigo apresenta um jogo sério em formato de quiz que visa informar sobre a COVID-19, ressaltando a importância do compartilhamento de informações verídicas sobre o vírus. Faz-se uso de uma metodologia para regionalização de informações com ênfase nas situações cotidianas pretendendo, assim, combater falsas informações de forma prática, escalável e lúdica. Os resultados, obtidos a partir da validação com 30 estudantes que testaram o game, serviram de material de apoio para melhorias no jogo e apontam que, mesmo utilizando técnicas relativamente simples e já usuais no cenário de jogos sérios, é possível inovar nesse campo e fornecer à sociedade uma ferramenta conectada ao momento e às dificuldades por ele enfrentadas.


The market for digital games in Brazil has been growing prominently in recent years. In this area, educational games have been highlighted, which demonstrate positive results for the practice of gamification in the learning process. This article presents a serious quiz game that aims to inform you about the COVID-19, highlighting the importance of sharing truthful information about the virus. Making use of a methodology for regionalization of information with emphasis on everyday situations, thus intending to combat false information in a practical, scalable and playful way. The results, obtained from the validation with 30 students who tested the game, served as supporting material for improvements in the game and point out that, even using relatively simple and already usual techniques in the serious game scenario, it is possible to innovate in this field and provide society with a tool connected to the moment and difficulties it faces.

3.
J Med Syst ; 44(11): 198, 2020 Oct 12.
Artigo em Inglês | MEDLINE | ID: mdl-33043426

RESUMO

Surgical training using 3D virtual reality simulators has become an important routine in medical education. Recent research points to Leap Motion as an exciting interface for the control of virtual surgical instruments due to its simplicity and low-cost characteristics. However, previous studies using Leap Motion only evaluated movements of the whole hand, without considering individual finger movements during the manipulation of surgical instruments. This work investigates the use of Leap Motion as an interface for the capture of basic hand and finger movements during a simulated hysteroscopy using a 3D-printed hysteroscope model. We created a virtual simulated uterine environment containing a hysteroscope controlled by movements of the hand and fingers of a user actuating on a 3D-printed model hysteroscope. The model hysteroscope was positioned in a pivot basis allowing the capture of the following basic movements: leftward/rightward, upward/downward, forward/backward, and extrusion/retraction of the virtual resection loop (which rests on the end of the virtual virtual resectoscope). The findings indicate that the arc-shaped paths of the hysteroscope's alpha plane (rightward/leftward) and beta plane (upward/downward) movements are satisfactorily simulated by the virtual reality system. Using Intraclass Correlation, was noted that the similarity between the calculated (ideal standard) and measured arcs was highly significant on both planes (r = 0.9599 on the alpha plane, and r = 0.9208 on the beta plane). Also, the forward/backward trajectory is a straight line; the pinch gesture decreases its accuracy when increase its distance from the Interaction Box of Leap Motion. The results were satisfactorily since compared with previous works, which used Leap Motion for the capture of hands-free gesturing.


Assuntos
Gestos , Realidade Virtual , Feminino , Mãos , Humanos , Histeroscopia , Gravidez , Interface Usuário-Computador
4.
J. health inform ; 8(supl.I): 439-452, 2016. ilus, graf
Artigo em Português | LILACS | ID: biblio-906311

RESUMO

Este artigo apresenta um jogo lúdico digital chamado CREUZA VS. AEDES que visa fornecer informaçõesao jogador para prevenção das doenças transmitidas pelo mosquito Aedes aegypti, que atualmente é um dos maioresproblemas de saúde que afeta o Brasil, além de frisar o combate aos possíveis criadouros dos mosquitos. O jogo foi desenvolvidocom baixo custo computacional para ser usado em diversos dispositivos. Com o intuito de validar a aplicação,usuários realizaram testes e responderam questionários para que suas respostas e observações possam ser usadas noaprimoramento do jogo que será disponibilizado em lojas virtuais.


This paper presents a digital playful game called CREUZA VS. AEDES which aims to provide information tothe player for the prevention of diseases transmitted by the mosquito Aedes aegypti, which is currently one of the biggesthealth problems affecting Brazil, in addition to stress the fight against potential breeding of mosquitoes. The gamewas developed with low computational cost to be used in various devices. In order to validate the application, users conducted tests and completed questionnaires, and their answers and comments will be used in the game enhancementthat will be available in online stores.


Assuntos
Humanos , Jogos de Vídeo , Aedes/patogenicidade , Prevenção de Doenças , Congressos como Assunto
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