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1.
Sensors (Basel) ; 23(5)2023 Feb 26.
Artigo em Inglês | MEDLINE | ID: mdl-36904803

RESUMO

Physical inactivity is a plague for public health, especially in Western Countries. Among the countermeasures, mobile applications promoting physical activity seem particularly promising, thanks to the spread and adoption of mobile devices. However, the dropout rates of users are high, thereby calling for strategies to increase retention rates. Moreover, user testing can be problematic, because it is typically conducted in a laboratory, leading to a limited ecological validity. In the present research, we developed a custom mobile app to promote physical activity. Three versions of the app were implemented, each featuring a different pattern of gamification elements. Moreover, the app was designed to work as a self-managed experimental platform. A remote field study was conducted to investigate the effectiveness of the different versions of the app. Behavioral log data of physical activity and interaction with the app were collected. Our results show the feasibility of using a mobile app running on personal devices as an independently managed experimental platform. Moreover, we found that gamification elements per se do not ensure higher retention rates, rather it emerged that the richer combination of gamified elements was effective.

2.
J Med Internet Res ; 22(9): e18431, 2020 09 25.
Artigo em Inglês | MEDLINE | ID: mdl-32975525

RESUMO

BACKGROUND: Voice assistants allow users to control appliances and functions of a smart home by simply uttering a few words. Such systems hold the potential to significantly help users with motor and cognitive disabilities who currently depend on their caregiver even for basic needs (eg, opening a door). The research on voice assistants is mainly dedicated to able-bodied users, and studies evaluating the accessibility of such systems are still sparse and fail to account for the participants' actual motor, linguistic, and cognitive abilities. OBJECTIVE: The aim of this work is to investigate whether cognitive and/or linguistic functions could predict user performance in operating an off-the-shelf voice assistant (Google Home). METHODS: A group of users with disabilities (n=16) was invited to a living laboratory and asked to interact with the system. Besides collecting data on their performance and experience with the system, their cognitive and linguistic skills were assessed using standardized inventories. The identification of predictors (cognitive and/or linguistic) capable of accounting for an efficient interaction with the voice assistant was investigated by performing multiple linear regression models. The best model was identified by adopting a selection strategy based on the Akaike information criterion (AIC). RESULTS: For users with disabilities, the effectiveness of interacting with a voice assistant is predicted by the Mini-Mental State Examination (MMSE) and the Robertson Dysarthria Profile (specifically, the ability to repeat sentences), as the best model shows (AIC=130.11). CONCLUSIONS: Users with motor, linguistic, and cognitive impairments can effectively interact with voice assistants, given specific levels of residual cognitive and linguistic skills. More specifically, our paper advances practical indicators to predict the level of accessibility of speech-based interactive systems. Finally, accessibility design guidelines are introduced based on the performance results observed in users with disabilities.


Assuntos
Disfunção Cognitiva/terapia , Voz/fisiologia , Adulto , Pessoas com Deficiência , Feminino , Humanos , Idioma , Masculino , Pessoa de Meia-Idade , Adulto Jovem
3.
Neuropsychol Rehabil ; 25(3): 419-47, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-25066698

RESUMO

The present study reports test-retest consistency of Virtual Week, a well-known measure of prospective memory (PM) performance. PM is the memory associated with carrying out actions at a specific moment in the future. Patients with neurological disorders as well as healthy older adults often report PM dysfunctions that affect their everyday living. In Experiment 1, 19 younger and 20 older adults undertook the standard version of Virtual Week (version A). Older adults showed lower performance compared to younger participants. However, the discrepancy between groups was eliminated at retest. Experiment 2 was conducted to investigate if remembering of PM content determined the improvement observed in older adults at retest in Experiment 1. To this end we created a parallel version (version B) in which we varied the content of the PM actions. Fifty older adults were assigned to one of the two experimental conditions: Version A at test and version B at retest or vice versa (25 participants in each condition). Results showed no group differences in PM performance between version A and version B; moreover, no effect of test-retest was found. The study confirmed that Virtual Week is a reliable measure of PM performance and also provided a new parallel version that can be useful in clinical setting.


Assuntos
Memória Episódica , Rememoração Mental , Testes Psicológicos/normas , Adulto , Fatores Etários , Idoso , Idoso de 80 Anos ou mais , Feminino , Humanos , Masculino , Reprodutibilidade dos Testes , Adulto Jovem
4.
Artigo em Inglês | MEDLINE | ID: mdl-37372768

RESUMO

Digital health assistants (DHAs) are conversational agents incorporated into health systems' interfaces, exploiting an intuitive interaction format appreciated by the users. At the same time, however, their conversational format can evoke interactional practices typical of health encounters with human doctors that might misguide the users. Awareness of the similarities and differences between novel mediated encounters and more familiar ones helps designers avoid unintended expectations and leverage suitable ones. Focusing on adherence apps, we analytically discuss the structure of DHA-patient encounters against the literature on physician-patient encounters and the specific affordances of DHAs. We synthesize our discussion into a design checklist and add some considerations about DHA with unconstrained natural language interfaces.


Assuntos
Comunicação , Idioma , Humanos , Relações Médico-Paciente
5.
Front Robot AI ; 10: 1275572, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-38149058

RESUMO

Introduction: As a result of Industry 5.0's technological advancements, collaborative robots (cobots) have emerged as pivotal enablers for refining manufacturing processes while re-focusing on humans. However, the successful integration of these cutting-edge tools hinges on a better understanding of human factors when interacting with such new technologies, eventually fostering workers' trust and acceptance and promoting low-fatigue work. This study thus delves into the intricate dynamics of human-cobot interactions by adopting a human-centric view. Methods: With this intent, we targeted senior workers, who often contend with diminishing work capabilities, and we explored the nexus between various human factors and task outcomes during a joint assembly operation with a cobot on an ergonomic workstation. Exploiting a dual-task manipulation to increase the task demand, we measured performance, subjective perceptions, eye-tracking indices and cardiac activity during the task. Firstly, we provided an overview of the senior workers' perceptions regarding their shared work with the cobot, by measuring technology acceptance, perceived wellbeing, work experience, and the estimated social impact of this technology in the industrial sector. Secondly, we asked whether the considered human factors varied significantly under dual-tasking, thus responding to a higher mental load while working alongside the cobot. Finally, we explored the predictive power of the collected measurements over the number of errors committed at the work task and the participants' perceived workload. Results: The present findings demonstrated how senior workers exhibited strong acceptance and positive experiences with our advanced workstation and the cobot, even under higher mental strain. Besides, their task performance suffered increased errors and duration during dual-tasking, while the eye behavior partially reflected the increased mental demand. Some interesting outcomes were also gained about the predictive power of some of the collected indices over the number of errors committed at the assembly task, even though the same did not apply to predicting perceived workload levels. Discussion: Overall, the paper discusses possible applications of these results in the 5.0 manufacturing sector, emphasizing the importance of adopting a holistic human-centered approach to understand the human-cobot complex better.

6.
Cogn Process ; 13 Suppl 1: S325-8, 2012 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-22802031

RESUMO

Experiment 1 investigated whether tool use can expand the peripersonal space into the very far extrapersonal space. Healthy participants performed line bisection in peripersonal and extrapersonal space using wooden sticks up to a maximum of 240 cm. Participants misbisected to the left of the true midpoint, both for lines presented in peripersonal and for those presented in extrapersonal space, confirming a peripersonal space expansion up to a distance of 240 cm. Experiment 2 investigated whether arm position could influence the perception of peripersonal and extrapersonal space during tool use. Participants performed line bisection in the peripersonal and in the extrapersonal space (up to a maximum of 120 cm) using wooden sticks in two different conditions: either with the arm bent or with the arm stretched. Results showed stronger pseudoneglect in the stretched arm condition.


Assuntos
Braço/fisiologia , Percepção de Distância/fisiologia , Destreza Motora/fisiologia , Espaço Pessoal , Percepção Espacial/fisiologia , Adulto , Análise de Variância , Feminino , Humanos , Masculino , Adulto Jovem
7.
Stud Health Technol Inform ; 181: 233-7, 2012.
Artigo em Inglês | MEDLINE | ID: mdl-22954862

RESUMO

SeniorChannel is a European project that explores the potential of using an Interactive Digital Television (IDTV) to turn elderly people at home into an active audience. Techniques to involve elderly users in the requirement collection during the design phase should take into account the decrease in perception, cognition and motor abilities associated with aging. The paper describes the specific solutions adopted here to elicit users' contribution, as well as the contributed preferences in terms of IDTV content and interaction modalities.


Assuntos
Serviços de Assistência Domiciliar/organização & administração , Isolamento Social/psicologia , Apoio Social , Televisão , Interface Usuário-Computador , Idoso , Distribuição de Qui-Quadrado , Ergonomia , Feminino , Serviços de Saúde para Idosos/organização & administração , Humanos , Masculino , Desenvolvimento de Programas , Espanha
8.
Artigo em Inglês | MEDLINE | ID: mdl-36498422

RESUMO

Among the plethora of instruments present in healthcare environments, the hospital bed is undoubtedly one of the most important for patients and caregivers. However, their design usually follows a top-down approach without considering end-users opinions and desires. Exploiting Human-centered design (HCD) permits these users to have a substantial role in the final product outcome. This study aims to empower caregivers to express their opinion about the hospital bed using a qualitative approach. For a holistic vision, we conducted six focus groups and six semi-structured interviews with nurses, nursing students, social-health operators and physiotherapists belonging to many healthcare situations. We then used thematic analysis to extract the themes that participants faced during the procedures, providing a comprehensive guide to designing the future electrical medical bed. These work results could also help overcome many issues that caregivers face during their everyday working life. Moreover, we identified the User Experience features that could represent the essential elements to consider.


Assuntos
Cuidadores , Fisioterapeutas , Humanos , Pacientes , Grupos Focais , Leitos , Pesquisa Qualitativa
9.
Front Psychol ; 12: 734180, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34539532

RESUMO

Millions of people with motor and cognitive disabilities face hardships in daily life due to the limited accessibility and inclusiveness of living spaces which limit their autonomy and independence. The DOMHO project deals with these fundamental issues by leveraging an innovative solution: a smart co-housing apartment. Besides, the project aims at exploiting the well know effects of co-housing on individuals' health and well-being in combination with ambient assisted living technologies. The present study focused on the interaction of caregivers with the control application of an integrated smart system. Participants performed different tasks, fill out a questionnaire, and were interviewed. Performance and usability of the user interface, trust in technology, privacy, and attitudes towards home automation were explored. A series of guidelines for domotic technology control interfaces design was identified, and a high level of trust in these advanced tools was shown. Caregivers considered smart technologies as a work aid and a means for enhancing autonomy and life quality for users with disabilities.

10.
Artigo em Inglês | MEDLINE | ID: mdl-33600223

RESUMO

In the past few years, collaborative robots (i.e., cobots) have been largely adopted within industrial manufacturing. Although robots can support companies and workers in carrying out complex activities and improving productivity, human factors related to cobot operators have not yet been thoroughly investigated. The present study aims to understand the subjective experience of younger and senior workers interacting with an industrial collaborative robot. Results show that workers' acceptance of cobots is high, regardless of age and control modality used. Interesting differences between seniors and younger adults emerged in the evaluations of user experience, usability, and perceived workload of participants and are detailed and commented in the last part of the work.

11.
Sci Rep ; 11(1): 7659, 2021 04 07.
Artigo em Inglês | MEDLINE | ID: mdl-33828202

RESUMO

High-definition transcranial direct current stimulation (HD-tDCS) seems to overcome a drawback of traditional bipolar tDCS: the wide-spread diffusion of the electric field. Nevertheless, most of the differences that characterise the two techniques are based on mathematical simulations and not on real, behavioural and neurophysiological, data. The study aims to compare a widespread tDCS montage (i.e., a Conventional bipolar montage with extracephalic return electrode) and HD-tDCS, investigating differences both at a behavioural level, in terms of dexterity performance, and a neurophysiological level, as modifications of alpha and beta power as measured with EEG. Thirty participants took part in three sessions, one for each montage: Conventional tDCS, HD-tDCS, and sham. In all the conditions, the anode was placed over C4, while the cathode/s placed according to the montage. At baseline, during, and after each stimulation condition, dexterity was assessed with a Finger Tapping Task. In addition, resting-state EEG was recorded at baseline and after the stimulation. Power spectrum density was calculated, selecting two frequency bands: alpha (8-12 Hz) and beta (18-22 Hz). Linear mixed effect models (LMMs) were used to analyse the modulation induced by tDCS. To evaluate differences among the montages and consider state-dependency phenomenon, the post-stimulation measurements were covariate-adjusted for baseline levels. We observed that HD-tDCS induced an alpha power reduction in participants with lower alpha at baseline. Conversely, Conventional tDCS induced a beta power reduction in participants with higher beta at baseline. Furthermore, data showed a trend towards a behavioural effect of HD-tDCS in participants with lower beta at baseline showing faster response times. Conventional and HD-tDCS distinctively modulated cortical activity. The study highlights the importance of considering state-dependency to determine the effects of tDCS on individuals.


Assuntos
Estimulação Transcraniana por Corrente Contínua/métodos , Adulto , Eletroencefalografia , Feminino , Voluntários Saudáveis , Humanos , Masculino , Tempo de Reação , Adulto Jovem
12.
Front Psychol ; 12: 674171, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34177732

RESUMO

Virtual Reality (VR) is a popular technology to recreate reality-like scenarios, including dangerous ones, in a realistic but safe way. Because of this potential, VR based research has been applied in psychology studies to provide training and education about how to behave in emergencies such as fires, earthquakes, floods, or typhoons. All these different virtual scenarios have been built to observe how people react to emergencies, what behaviors they adopted, what level of stress is generated, and finally, how to increase citizens' safety. However, there is still little research that shows how Virtual Environment (VE) should be designed to convey appropriate social and psychological "cues" to participants. In this work, we present the result of a series of co-design sessions aiming to bring experts to collaborate in setting up virtual scenarios to increase the quality of life, safety perception, and risk awareness in people living in the proximity of a river. Floods are one of the most threatening climate events, and because of climate change, they are expected to become even more frequent. These disasters have a devastating impact on communities, increasing anxiety and stress levels in citizens living close to rivers. We involved relevant stakeholders to design "Safer Water," an immersive, interactive, virtual experience to support citizens in psychologically and behaviorally managing pre and post riverbank breakdown situations. HCI experts, hydrogeological and hydraulic engineers, psychologists, and VEs designers took part in affinity diagram and brainstorming activities. Results show how the adopted method was able to generate suitable virtual scenarios, to highlight and classify relevant design requirements, and to find strategies that could improve the quality of life and psychological well-being in "risk-exposed citizens." The discussion includes a set of open-access guidelines derived from the co-design activities, to support the design of VE for the purposes discussed in the paper.

13.
Front Psychol ; 12: 729077, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34566815

RESUMO

A typical protocol for the psychological study of helping behavior features two core roles: a help seeker suffering from some personal or situational emergency (often called "victim") and a potential helper. The setting of these studies is such that the victim and the helper often share the same space. We wondered whether this spatial arrangement might affect the help rate. Thus, we designed a simple study with virtual reality in which space sharing could be manipulated. The participant plays the role of a potential helper; the victim is a humanoid located inside the virtual building. When the request for help is issued, the participant can be either in the same spatial region as the victim (the virtual building) or outside it. The effect of space was tested in two kinds of emergencies: a mere request for help and a request for help during a fire. The analysis shows that, in both kinds of emergencies, the participants were more likely to help the victim when sharing the space with it. This study suggests controlling the spatial arrangement when investigating helping behavior. It also illustrates the expediency of virtual reality to further investigate the role of space on pro-social behavior during emergencies.

14.
Stud Health Technol Inform ; 154: 29-33, 2010.
Artigo em Inglês | MEDLINE | ID: mdl-20543264

RESUMO

In recent years, videogames have demonstrated their positive effects in the psychological treatments and cognitive training of the old population. In this paper we present a pilot study in which a group of elderly people in an old people's home was requested to play a set of cognitive tasks administered through a popular videogames console, the Nintendo Wii. The results obtained by comparing the Wii cognitive games with traditional paper and pencil tests are described and discussed to orient further improvements.


Assuntos
Testes Neuropsicológicos , Interface Usuário-Computador , Jogos de Vídeo , Humanos
15.
Stud Health Technol Inform ; 144: 77-81, 2009.
Artigo em Inglês | MEDLINE | ID: mdl-19592735

RESUMO

The interactivity and attractiveness of video games are increasingly deployed for educational and training purposes in what are called "serious games." This paper describes Happy Farm, a serious game targeting young people and aimed at increasing their awareness of the risks connected to the consumption of psychoactive substances. The development of the game is driven by the premise that credibility and usability are pre-conditions for persuasion. The achievement of these qualities is pursued in the design and is generally testified by the results of the users' evaluation. Suggestions for the improvement of the game are also outlined.


Assuntos
Agricultura , Jogos de Vídeo , Humanos
16.
J Assoc Inf Sci Technol ; 70(9): 917-930, 2019 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-31763361

RESUMO

The use of implicit relevance feedback from neurophysiology could deliver effortless information retrieval. However, both computing neurophysiologic responses and retrieving documents are characterized by uncertainty because of noisy signals and incomplete or inconsistent representations of the data. We present the first-of-its-kind, fully integrated information retrieval system that makes use of online implicit relevance feedback generated from brain activity as measured through electroencephalography (EEG), and eye movements. The findings of the evaluation experiment (N = 16) show that we are able to compute online neurophysiology-based relevance feedback with performance significantly better than chance in complex data domains and realistic search tasks. We contribute by demonstrating how to integrate in interactive intent modeling this inherently noisy implicit relevance feedback combined with scarce explicit feedback. Although experimental measures of task performance did not allow us to demonstrate how the classification outcomes translated into search task performance, the experiment proved that our approach is able to generate relevance feedback from brain signals and eye movements in a realistic scenario, thus providing promising implications for future work in neuroadaptive information retrieval (IR).

17.
Neuroimage ; 42(2): 945-55, 2008 Aug 15.
Artigo em Inglês | MEDLINE | ID: mdl-18586525

RESUMO

In the task-switching paradigm, reaction time is longer and accuracy is worse in switch trials relative to repetition trials. This so-called switch cost has been ascribed to the engagement of control processes required to alternate between distinct stimulus-response mapping rules. Neuroimaging studies have reported an enhanced activation of the human lateral prefrontal cortex and the superior frontal gyrus during the task-switching paradigm. Whether neural activation in these regions is dissociable and associated with separable cognitive components of task switching has been a matter of recent debate. We used multi-channel near-infrared spectroscopy (fNIRS) to measure brain cortical activity in a task-switching paradigm designed to avoid task differences, order predictability, and frequency effects. The results showed a generalized bilateral activation of the lateral prefrontal cortex and the superior frontal gyrus in both switch trials and repetition trials. To isolate the activity selectively associated with the task-switch, the overall activity recorded during repetition trials was subtracted from the activity recorded during switch trials. Following subtraction, the remaining activity was entirely confined to the left portion of the superior frontal gyrus. The present results suggest that factors associated with load and maintenance of distinct stimulus-response mapping rules in working memory are likely contributors to the activation of the lateral prefrontal cortex, whereas only activity in the left superior frontal gyrus can be linked unequivocally to switching between distinct cognitive tasks.


Assuntos
Cognição/fisiologia , Tomada de Decisões/fisiologia , Potenciais Evocados/fisiologia , Lobo Frontal/fisiologia , Espectroscopia de Luz Próxima ao Infravermelho/métodos , Análise e Desempenho de Tarefas , Adulto , Feminino , Humanos , Masculino , Adulto Jovem
18.
Neuropsychologia ; 46(5): 1298-304, 2008 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-18242649

RESUMO

The dissociation between peripersonal space (within reaching) and extrapersonal space (beyond reaching) has been reported in studies using the line bisection task in left neglect patients and in healthy participants. Furthermore, this dissociation can be modulated by tool use. We conducted two experiments to compare line bisection in peripersonal (i.e., 30, 60cm) and extrapersonal space (i.e., 90, 120cm). Healthy participants bisected visual lines using sticks and a laser pointer, according to the experimental paradigm of Longo and Lourenco [On the nature of near space: Effects of tool use and the transition to far space. Neuropsychologia, 44, 977-981, 2006]. In Experiment 1 participants performed line bisection in a real environment, whereas in Experiment 2 participants performed line bisection in a virtual environment. Results from both experiments revealed an abrupt midpoint shift from the peripersonal to the extrapersonal space but only when a laser pointer was used. In addition, we confirmed that peripersonal space can be extended to extrapersonal space when participants used a stick. Notably, virtual reality can be a useful technique for studying the dissociation between peripersonal and extrapersonal space and their interaction by means of tool use.


Assuntos
Gráficos por Computador , Espaço Pessoal , Percepção Visual/fisiologia , Adulto , Feminino , Humanos , Lasers , Masculino , Estimulação Luminosa , Desempenho Psicomotor/fisiologia
19.
Front Psychol ; 9: 283, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-29559945

RESUMO

The use of faked identities is a current issue for both physical and online security. In this paper, we test the differences between subjects who report their true identity and the ones who give fake identity responding to control, simple, and complex questions. Asking complex questions is a new procedure for increasing liars' cognitive load, which is presented in this paper for the first time. The experiment consisted in an identity verification task, during which response time and errors were collected. Twenty participants were instructed to lie about their identity, whereas the other 20 were asked to respond truthfully. Different machine learning (ML) models were trained, reaching an accuracy level around 90-95% in distinguishing liars from truth tellers based on error rate and response time. Then, to evaluate the generalization and replicability of these models, a new sample of 10 participants were tested and classified, obtaining an accuracy between 80 and 90%. In short, results indicate that liars may be efficiently distinguished from truth tellers on the basis of their response times and errors to complex questions, with an adequate generalization accuracy of the classification models.

20.
Sci Rep ; 8(1): 1976, 2018 01 31.
Artigo em Inglês | MEDLINE | ID: mdl-29386583

RESUMO

Identifying the true identity of a subject in the absence of external verification criteria (documents, DNA, fingerprints, etc.) is an unresolved issue. Here, we report an experiment on the verification of fake identities, identified by means of their specific keystroke dynamics as analysed in their written response using a computer keyboard. Results indicate that keystroke analysis can distinguish liars from truth tellers with a high degree of accuracy - around 95% - thanks to the use of unexpected questions that efficiently facilitate the emergence of deception clues.

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