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1.
Neurosci Biobehav Rev ; 149: 105156, 2023 06.
Artigo em Inglês | MEDLINE | ID: mdl-37019246

RESUMO

Children and adolescents with neurodevelopmental disorders generally show adaptive, cognitive and motor skills impairments associated with behavioral problems, i.e., alterations in attention, anxiety and stress regulation, emotional and social relationships, which strongly limit their quality of life. This narrative review aims at providing a critical overview of the current knowledge in the field of serious games (SGs), known as digital instructional interactive videogames, applied to neurodevelopmental disorders. Indeed, a growing number of studies is drawing attention to SGs as innovative and promising interventions in managing neurobehavioral and cognitive disturbs in children with neurodevelopmental disorders. Accordingly, we provide a literature overview of the current evidence regarding the actions and the effects of SGs. In addition, we describe neurobehavioral alterations occurring in some specific neurodevelopmental disorders for which a possible therapeutic use of SGs has been suggested. Finally, we discuss findings obtained in clinical trials using SGs as digital therapeutics in neurodevelopment disorders and suggest new directions and hypotheses for future studies to bridge the gaps between clinical research and clinical practice.


Assuntos
Transtorno do Deficit de Atenção com Hiperatividade , Transtorno do Espectro Autista , Transtornos do Neurodesenvolvimento , Criança , Adolescente , Humanos , Transtorno do Deficit de Atenção com Hiperatividade/psicologia , Qualidade de Vida , Transtornos do Neurodesenvolvimento/terapia , Relações Interpessoais , Ansiedade
2.
Int J Soc Robot ; : 1-17, 2021 Dec 22.
Artigo em Inglês | MEDLINE | ID: mdl-34956417

RESUMO

We present a storytelling robot, controlled via the ACT-R cognitive architecture, able to adopt different persuasive techniques and ethical stances while conversing about some topics concerning COVID-19. The main contribution of the paper consists in the proposal of a needs-driven model that guides and evaluates, during the dialogue, the use (if any) of persuasive techniques available in the agent procedural memory. The portfolio of persuasive techniques tested in such a model ranges from the use of storytelling to framing techniques and rhetorical-based arguments. To the best of our knowledge, this represents the first attempt of building a persuasive agent able to integrate a mix of explicitly grounded cognitive assumptions about dialogue management, storytelling and persuasive techniques as well as ethical attitudes. The paper presents the results of an exploratory evaluation of the system on 63 participants.

3.
Paediatr Respir Rev ; 40: 46-51, 2021 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-33386280

RESUMO

Social Robots are used in different contexts and, in healthcare, they are better known as Socially Assistive Robots. In the context of asthma, the use of Socially Assistive Robots has the potential to increase motivation and engagement to treatment. Other positive roles proposed for Socially Assistive Robots are to provide education, training regarding treatments, and feedback to patients. This review evaluates emerging interventions for improving treatment adherence in pediatric asthma, focusing on the possible future role of social robots in the clinical practice.


Assuntos
Asma , Robótica , Asma/tratamento farmacológico , Criança , Humanos , Interação Social , Cooperação e Adesão ao Tratamento
5.
Front Psychol ; 9: 2752, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-30692955

RESUMO

In this work, starting from the social practice theory, we identified two kinds of creativity: a situational creativity that takes place when, starting from a defined situation, a social practice is played; and a creativity of habit that concerns the agents' capacity for generating new practices from habit when the situation is not defined or is unexpected. To test this hypothesis, the Torrance Test of Creative Thinking (Verbal Form A) was analyzed in the light of praxeology, and the results are analyzed in a computational creativity perspective.

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