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1.
Heliyon ; 10(6): e28108, 2024 Mar 30.
Artigo em Inglês | MEDLINE | ID: mdl-38533047

RESUMO

Introduction: Serious educational games are digital games designed to support teaching or learning objectives that have become popular among children. However, a set of principles is needed to develop a successful educational game. Therefore, this study aimed to provide a comprehensive and valid framework for designing children's serious educational games. Methods: The conceptual framework is developed in two phases. First, a scoping review was conducted in PubMed, Ovid (APA PsycInfo), EMBASE, Scopus, Web of Science, ProQuest, and gray literature on August 1, 2022. Papers in English that reported the serious educational games' principles for children were included. Second, the extracted data from the previous step was reviewed and discussed by the research team to develop the initial framework. Then, it was distributed to 20 experts with relevant knowledge and experience in two rounds to validate and apply their comments within the framework. Results: Of the 12916 papers identified, 15 were included in this study. In the proposed framework named CoDHP, the results were classified into four topics, including (a) content aspects, (b) design requirements, (c) highlighted attributes, and (d) children's preferences. Content aspects comprise four classes (goals and limits, child learning content, learning context, and a long-term program) with 16 principles. Design requirements contain 11 classes (stories and storylines, player characters, game mechanics, interactivity, game challenge, game rules, game help, entertaining games, user interface, accessibility, and setting) with 47 principles, of which 15 are highlighted. Regarding children's preferences for the game elements, various similarities and differences were extracted. For instance, both girls and boys prefer fun and popular games. Based on experts' comments, 21 supplementary principles were recommended to complete the content and design requirements. Conclusion: Game designers or researchers can use the proposed framework as a formative guide to design successful serious games or evaluate children's digital games.

2.
PLoS One ; 19(3): e0297863, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38446782

RESUMO

Forward Head Posture (FHP) is one of the most commonly occurring musculoskeletal abnormalities. Despite exercise therapy being an effective approach for FHP treatment, it can be long, monotonous, and tedious. Virtual reality (VR) can be used as an innovative solution to address these challenges. We designed an affordable and immersive VR-based exercise therapy (VRET) system for FHP correction. The VRET contents (i.e., exercises and VR scenarios) were determined by physiotherapists and game designers at the focus group meetings. Hardware requirements include a VR box, smartphone, and sensors (i.e., a smartphone accelerometer and an affordable Inertial Measurement Unit (IMU)) to measure head motions and transfer them via Wi-Fi to the VRET system. The IMU was designed using the MPU6050, Arduino Nano, and ESP8266-01S. Gwet's AC1, Game Experience Questionnaires (GEQ), and System Usability Scale (SUS) were used to measure intra-rater reliability, user experience, and system usability, respectively. The determined exercises, including Capital Flexion-Extension and Chin Tuck, were designed in the form of a shooting game. A physiotherapist and twenty-one FHP individuals took part in evaluating the system. High precision was obtained for the designed IMU (i.e., pitch and roll < 0.1° and yaw < 1.3 °). Gwet's AC1 and SUS results showed very good intra-rater reliability (coefficient = 0.892) and excellent usability (score = 87.14), respectively. According to the mean scores of the GEQ, participants were confident about competence, immersion, flow, and positive affect components. The development of low-cost VRET systems for FHP correction is a step towards facilitating rehabilitation challenges by providing positive experiences for users as well as helping them perform therapeutic exercises correctly.


Assuntos
Exercício Físico , Jogos Eletrônicos de Movimento , Humanos , Reprodutibilidade dos Testes , Terapia por Exercício , Postura
3.
Health Sci Rep ; 6(7): e1398, 2023 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-37415680

RESUMO

Background and Aims: Conventional medical training routes of bronchoscopy may decrease patients' comfort and increase procedure-related morbidity. Virtual reality (VR)-based bronchoscopy is a beneficial and safe solution for teaching trainees. The aim of this systematic review was to study the effectiveness of VR-based bronchoscopy simulators on the learning outcomes of medical trainees. Methods: Well-known sources (i.e., Scopus, ISI Web of Science, and Medline via PubMed) were systematically searched using Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines on December, 2021. Peer-reviewed English papers that used VR-based simulation for bronchoscopy training were included. The articles that were studying other technologies, or those that were unrelated to the topic, were excluded. The risk of bias was assessed using the Joanna Briggs Institute checklists for quasi-experimental studies and randomized controlled trials (RCTs). Results: Out of 343 studies, 8 of them met our inclusion criteria. An appropriate control group and statistical analysis were the most common and unavoidable sources of bias in included non-RCTs, and lack of blinding in participants was the most common source of bias in RCTs. The included studies evaluated learning outcomes regarding dexterity (N = 5), speed (N = 3), the accuracy of procedures (N = 1), and the need for verbal assistance (N = 1). Based on the results, 100% (5/5) and 66% (2/3) of studies showed that the use of VR-based simulation on the learning outcomes of medical trainees led to improvement in manual ability (i.e., dexterity) and swiftness of execution (i.e., speed in performance), respectively. Additionally, improving the accuracy of subjects' performance, and reducing the need for verbal guidance and physical assistance was reported in studies that evaluated these variables. Conclusion: VR bronchoscopy simulator as a training method for teaching medical trainees, especially for novices has the potential to improve medical trainees' performance and reduce complications. Further studies are needed to evaluate the positive effects of VR-based simulation on the learning outcomes of medical trainees.

4.
PLoS One ; 17(11): e0276985, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36350809

RESUMO

Child abuse refers to any form of maltreatment, including physical abuse, sexual abuse, emotional abuse, and neglect that occurs to children under 18 years of age. Digital games and virtual reality (VR) can be used as beneficial solutions for dealing with child maltreatment concerns. This study aimed to present a conceptual framework for showing the applications of these technologies in managing child abuse. The framework is developed in two stages: (1) a scoping review to gather digital games and VR applications for child abuse issues through the search in PubMed, Ovid (APA PsycInfo), Scopus, Web of Science, ProQuest, Institute of Electrical and Electronics Engineers (IEEE), Cochrane Database of Systematic Reviews, and grey literature and (2) developing a conceptual framework based on the review results and validating it by 12 experts. The proposed conceptual framework shows that digital games and VR have been used for six main topics: (1) medical education, (2) prevention, (3) screening, (4) diagnosis, (5) treatment, and (6) forensic medicine in response to child abuse issues. Studies have more focused on child sexual abuse prevention, behavioral monitoring of sexual offenders in forensic medicine, and knowledge or performance assessment of students in medical education. Serious games (SGs), computer simulation, and immersive VR were common technologies for children, students, and forensic medicine, respectively. The experts believe the combination of immersive features of VR with SGs can further encourage user engagement. It appears that digital games and VR can play a positive role in child abuse management. Given the extensive capabilities of these technologies, further studies are needed to show all their potential applications for child abuse problems.


Assuntos
Maus-Tratos Infantis , Realidade Virtual , Criança , Humanos , Adolescente , Simulação por Computador , Revisões Sistemáticas como Assunto , Maus-Tratos Infantis/prevenção & controle , Estudantes
5.
BMC Public Health ; 22(1): 402, 2022 02 26.
Artigo em Inglês | MEDLINE | ID: mdl-35219292

RESUMO

BACKGROUND: The COVID-19 pandemic has become a global concern. Iran is one of the countries affected most by the SARS-CoV-2 outbreak. As a result, the use of information technology (IT) has a variety of applications for pandemic management. The purpose of this study was to develop a conceptual framework for responding to the COVID-19 pandemic via IT management, based on extensive literature review and expert knowledge. METHODS: The conceptual framework is developed in three stages: (1) a literature review to gather practical experience with IT applications for managing the COVID-19 pandemic, (2) a study of Iranian documents and papers that present Iran's practical experience with COVID-19, and (3) developing a conceptual framework based on the previous steps and validating it through a Delphi approach in two rounds, and by 13 experts. RESULTS: The proposed conceptual framework demonstrates that during pandemics, 22 different types of technologies were used for various purposes, including virtual education, early warning, rapid screening and diagnosis of infected individuals, and data management. These objectives were classified into six categories, with the following applications highlighted: (1) Prevention (M-health, Internet search queries, telehealth, robotics, Internet of things (IoT), Artificial Intelligence (AI), big data, Virtual Reality (VR), social media); (2) Diagnosis (M-health, drones, telehealth, IoT, Robotics, AI, Decision Support System (DSS), Electronic Health Record (EHR)); (3) Treatment (Telehealth, M-health, AI, Robotic, VR, IoT); (4) Follow-up (Telehealth, M-health, VR), (5) Management & planning (Geographic information system, M-health, IoT, blockchain), and (6) Protection (IoT, AI, Robotic and automatic vehicles, Augmented Reality (AR)). In Iran, the use of IT for prevention has been emphasized through M-health, internet search queries, social media, video conferencing, management and planning objectives using databases, health information systems, dashboards, surveillance systems, and vaccine coverage. CONCLUSIONS: IT capabilities were critical during the COVID-19 outbreak. Practical experience demonstrates that various aspects of information technologies were overlooked. To combat this pandemic, the government and decision-makers of this country should consider strategic planning that incorporates successful experiences against COVID-19 and the most advanced IT capabilities.


Assuntos
COVID-19 , Pandemias , Inteligência Artificial , Humanos , Tecnologia da Informação , Irã (Geográfico)/epidemiologia , Pandemias/prevenção & controle , SARS-CoV-2
6.
Inform Med Unlocked ; 24: 100579, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-33937503

RESUMO

The pandemics of major infectious diseases often cause public health, economic, and social problems. Virtual reality (VR) and augmented reality (AR), as two novel technologies, have been used in many fields for emergency management of disasters. The objective of this paper was to review VR and AR applications in the emergency management of infectious outbreaks with an emphasis on the COVID-19 outbreak. A search was conducted in MEDLINE (PubMed), Embase, IEEE, Cochrane Library, Google Scholar, and related websites for papers published up to May 2, 2020. The VR technology has been used for preventing or responding to infections by simulating human behaviors, infection transmission, and pathogen structure as a means for improving skills management and safety protection. Telehealth, telecommunication, and drug discovery have been among the other applications of VR during this pandemic. Moreover, AR has also been used in various industries, including healthcare, marketing, universities, and schools. Providing high-resolution audio and video communication, facilitating remote collaboration, and allowing the visualization of invisible concepts are some of the advantages of using this technology. However, VR has been used more frequently than AR in the emergency management of previous infectious diseases with a greater focus on education and training. The potential applications of these technologies for COVID-19 can be categorized into four groups, i.e., 1) entertainment, 2) clinical context, 3) business and industry, and 4) education and training. The results of this study indicate that VR and AR have the potential to be used for emergency management of infectious diseases. Further research into employing these technologies will have a substantial impact on mitigating the destructive effects of infectious diseases. Making use of all the potential applications of these technologies should be considered for the emergency management of the current pandemic and mitigating its negative impacts.

7.
Inform Med Unlocked ; 23: 100558, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-33842688

RESUMO

BACKGROUND AND AIM: COVID-19 has become an international emergency. The use of digital solutions can be effective in managing, preventing, and overcoming the further spread of infectious disease outbreaks. Accordingly, the use of mobile-health (m-health) technologies has the potential to promote public health. This review aimed to study the application of m-health solutions for the management of the COVID-19 outbreak. METHODS: The search strategy was done in Medline (PubMed), Embase, IEEE, and Google Scholar by using related keywords to m-health and COVID-19 on July 6, 2020. English papers that used m-health technologies for the COVID-19 outbreak were included. RESULTS: Of the 2046 papers identified, 16 were included in this study. M-health had been used for various aims such as early detection, fast screening, patient monitoring, information sharing, education, and treatment in response to the COVID-19 outbreak. M-health solutions were classified into four use case categories: prevention, diagnosis, treatment, and protection. The mobile phone-based app and short text massaging were the most frequently used modalities, followed by wearables, portable screening devices, mobile-telehealth, and continuous telemetry monitor during the pandemics. CONCLUSION: It appears that m-health technologies played a positive role during the COVID-19 outbreak. Given the extensive capabilities of m-health solutions, investigation and use of all potential applications of m-health should be considered for combating the current Epidemics and mitigating its negative impacts.

8.
Inform Med Unlocked ; 21: 100475, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-33204821

RESUMO

Emergency management of the emerging infectious disease outbreak is critical for public health threats. Currently, control of the COVID-19 outbreak is an international concern and has become a crucial challenge in many countries. This article reviews significant information technologyIT) applications in emergency management of COVID-19 by considering the prevention/mitigation, preparedness, response, and recovery phases of the crisis. This review was conducted using MEDLINE PubMed), Embase, IEEE, and Google Scholar. Expert opinions were collected to show existence gaps, useful technologies for each phase of emergency management, and future direction. Results indicated that various IT-based systems such as surveillance systems, artificial intelligence, computational methods, Internet of things, remote sensing sensor, online service, and GIS geographic information system) could have different outbreak management applications, especially in response phases. Information technology was applied in several aspects, such as increasing the accuracy of diagnosis, early detection, ensuring healthcare providers' safety, decreasing workload, saving time and cost, and drug discovery. We categorized these applications into four core topics, including diagnosis and prediction, treatment, protection, and management goals, which were confirmed by five experts. Without applying IT, the control and management of the crisis could be difficult on a large scale. For reducing and improving the hazard effect of disaster situations, the role of IT is inevitable. In addition to the response phase, communities should be considered to use IT capabilities in prevention, preparedness, and recovery phases. It is expected that IT will have an influential role in the recovery phase of COVID-19. Providing IT infrastructure and financial support by the governments should be more considered in facilitating IT capabilities.

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