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1.
J Biomed Inform ; 63: 131-140, 2016 10.
Artigo em Inglês | MEDLINE | ID: mdl-27507089

RESUMO

This paper addresses a different point of view of videogames, specifically serious games for health. This paper contributes to that area with a multidisciplinary perspective focus on neurosciences and computation. The experiment population has been pre-adolescents between the ages of 8 and 12 without any cognitive issues. The experiment consisted in users playing videogames as well as performing traditional psychological assessments; during these tasks the frontal brain activity was evaluated. The main goal was to analyse how the frontal lobe of the brain (executive function) works in terms of prominent cognitive skills during five types of game mechanics widely used in commercial videogames. The analysis was made by collecting brain signals during the two phases of the experiment, where the signals were analysed with an electroencephalogram neuroheadset. The validated hypotheses were whether videogames can develop executive functioning and if it was possible to identify which kind of cognitive skills are developed during each kind of typical videogame mechanic. The results contribute to the design of serious games for health purposes on a conceptual level, particularly in support of the diagnosis and treatment of cognitive-related pathologies.


Assuntos
Eletroencefalografia , Função Executiva , Jogos de Vídeo , Adolescente , Encéfalo , Criança , Cognição , Feminino , Humanos , Masculino
2.
J Med Syst ; 39(10): 291, 2015 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-26289626

RESUMO

One of the main challenges on Ambient Assisted Living (AAL) is to reach an appropriate acceptance level of the assistive systems, as well as to analyze and monitor end user tasks in a feasible and efficient way. The development and evaluation of AAL solutions based on user-centered perspective help to achive these goals. In this work, we have designed a methodology to integrate and develop analytics user-centered tools into assistive systems. An analysis software tool gathers information of end users from adapted psychological questionnaires and naturalistic observation of their own context. The aim is to enable an in-deep analysis focused on improving the life quality of elderly people and their caregivers.


Assuntos
Cuidadores/psicologia , Pessoal de Saúde/organização & administração , Serviços de Assistência Domiciliar/organização & administração , Qualidade de Vida , Interface Usuário-Computador , Atividades Cotidianas , Idoso , Técnicas de Apoio para a Decisão , Meio Ambiente , Humanos , Software
3.
Health Informatics J ; 24(2): 182-193, 2018 06.
Artigo em Inglês | MEDLINE | ID: mdl-27694616

RESUMO

Assistive technologies can improve the quality of life of people diagnosed with different forms of social communication disorders. We report on the design and evaluation of an affective avatar aimed at engaging the user in a social interaction with the purpose of assisting in communication therapies. A human-avatar taxonomy is proposed to assist the design of affective avatars aimed at addressing social communication disorder. The avatar was evaluated with 30 subjects to assess how effectively it conveys the desired emotion and elicits empathy from the user. Results provide evidence that users become used to the avatar after a number of interactions, and they perceive the defined behavior as being logical. The users' interactions with the avatar entail affective reactions, including the mimic emotions that users felt, and establish a preliminary ground truth about prototypic empathic interactions with avatars that is being used to train learning algorithms to support social communication disorder evaluation.


Assuntos
Empatia , Transtorno de Comunicação Social/psicologia , Realidade Virtual , Adulto , Afeto , Feminino , Humanos , Internet , Masculino , Qualidade de Vida/psicologia , Transtorno de Comunicação Social/complicações , Interface Usuário-Computador
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