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1.
Sensors (Basel) ; 23(22)2023 Nov 15.
Article in English | MEDLINE | ID: mdl-38005580

ABSTRACT

Injury, hospitalization, and even death are common consequences of falling for elderly people. Therefore, early and robust identification of people at risk of recurrent falling is crucial from a preventive point of view. This study aims to evaluate the effectiveness of an interpretable semi-supervised approach in identifying individuals at risk of falls by using the data provided by ankle-mounted IMU sensors. Our method benefits from the cause-effect link between a fall event and balance ability to pinpoint the moments with the highest fall probability. This framework also has the advantage of training on unlabeled data, and one can exploit its interpretation capacities to detect the target while only using patient metadata, especially those in relation to balance characteristics. This study shows that a visual-based self-attention model is able to infer the relationship between a fall event and loss of balance by attributing high values of weight to moments where the vertical acceleration component of the IMU sensors exceeds 5 m/s² during an especially short period. This semi-supervised approach uses interpretable features to highlight the moments of the recording that may explain the score of balance, thus revealing the moments with the highest risk of falling. Our model allows for the detection of 71% of the possible falling risk events in a window of 1 s (500 ms before and after the target) when compared with threshold-based approaches. This type of framework plays a paramount role in reducing the costs of annotation in the case of fall prevention when using wearable devices. Overall, this adaptive tool can provide valuable data to healthcare professionals, and it can assist them in enhancing fall prevention efforts on a larger scale with lower costs.


Subject(s)
Accidental Falls , Physical Therapy Modalities , Humans , Aged , Accidental Falls/prevention & control , Ankle , Ankle Joint , Postural Balance
2.
Cogn Process ; 20(3): 299-307, 2019 Aug.
Article in English | MEDLINE | ID: mdl-30993409

ABSTRACT

This study seeks to investigate whether users activate cognitive representations of their partner's action when they are involved in tactile collaborative tasks. The social Simon effect is a spatial stimulus-response interference induced by the mere presence of a partner in a go/nogo task. It has been extensively studied in the visual and auditory sensory modalities, but never before in the tactile modality. We compared the performances of 28 participants in three tasks: (1) a standard Simon task where participants responded to two different tactile stimuli applied to their fingertips with either their left or right foot, (2) an individual go/nogo task where participants responded to only one stimulus and (3) a social go/nogo task where they again responded to only one stimulus, but were partnered with another person who responded to the complementary stimulus. The interference effect due to spatial incongruence between the side where participants received the stimulus and the foot used to answer increased significantly in the standard Simon task compared to the social go/nogo task. Such a difference was not observed between the social and individual go/nogo tasks. Performances were nevertheless enhanced in the social go/nogo task, but irrespectively of the stimulus-response congruency. This study is the first to report a negative result for the social Simon effect in the tactile modality. Results suggest that cognitive representation of the co-actor is weaker in this modality.


Subject(s)
Psychomotor Performance/physiology , Reaction Time/physiology , Touch/physiology , Adult , Female , Humans , Male , Young Adult
3.
IEEE J Transl Eng Health Med ; 6: 2100812, 2018.
Article in English | MEDLINE | ID: mdl-30310758

ABSTRACT

This paper presents a new platform to monitor the arm and hand activity of stroke patients during rehabilitation exercises in the hospital and at home during their daily living activities. The platform provides relevant data to the therapist in order to assess the patients physical state and adapt the rehabilitation program if necessary. The platform consists of a self-contained smart cup that can be used to perform exercises that are similar to everyday tasks such as drinking. The first smart cup prototype, the design of which was based on interviews regarding the needs of therapists, contains various sensors that collect information about its orientation, the liquid level, its position compared to a reference target and tremors. The prototype also includes audio and visual displays that provide feedback to patients about their movements. Two studies were carried out in conjunction with healthcare professionals and patients. The first study focused on collecting feedback from healthcare professionals to assess the functionalities of the cup and to improve the prototype. Based on this paper, we designed an improved prototype and created a visualization tool for therapists. Finally, we carried out a preliminary study involving nine patients who had experienced an ischemic or hemorrhagic stroke in the previous 24 months. This preliminary study focused on assessing the usability and acceptability of the cup to the patients. The results showed that the cup was very well accepted by eight of the nine patients in monitoring their activity within a rehabilitation center or at home. Moreover, these eight patients had almost no concerns about the design of the cup and its usability.

4.
Stud Health Technol Inform ; 256: 854-861, 2018.
Article in English | MEDLINE | ID: mdl-30371451

ABSTRACT

Universal Design (UD) is usually stated to be "for all ages and abilities". Given that stroke is a major source of disability, it is important that UD recommendations take stroke-specific problems into account. Within the framework of EU project STARR, we have investigated user requirements of stroke survivors. In this project we have used a mix of interviews, focus groups, design workshops and technology tests to come up with a set of design recommendations, which we present as a first step towards universal design recommendations which are inclusive for stroke survivors. Our general recommendations are: make it fun, do not make people fail, empower and encourage. The technology needs to be highly adaptable to different sets of abilities. Safety, but also aesthetics and simplicity is important, but it is pointed out that designs should not be "childish" - this can be felt to be degrading. It is important to be able to see and follow your progress and win small victories often. Consider social applications and activities - being able to connect to others in the same situation can enable discussions and provide peer support. More stroke consequence specific recommendations are to design to allow one-sided use (hemiplegia), avoid sensory and activity overload (fatigue), complement speech with images (aphasia), limit demand on memory, support learning and avoid errors (memory problems), and include multiple modalities in your design (reduced vision or hearing).


Subject(s)
Disabled Persons , Equipment Design , Stroke Rehabilitation , Stroke , Focus Groups , Humans , Stroke Rehabilitation/instrumentation , Stroke Rehabilitation/methods , Survivors , Technology
5.
Accid Anal Prev ; 109: 1-9, 2017 Dec.
Article in English | MEDLINE | ID: mdl-28987612

ABSTRACT

INTRODUCTION: Older pedestrians are overrepresented in fatal accidents. Studies consistently show gap-acceptance difficulties, especially in complex traffic situations such as two-way streets and when vehicles approached rapidly. In this context, the present research was aimed at assessing the effectiveness of a vibrotactile device and study older pedestrian's behavior when wearing the wristband designed to help them make safer street-crossing decisions. METHOD: Twenty younger-old participants (age 60-69), 20 older-old participants (age 70-80) and 17 younger adults (age 20-45) carried out a street-crossing task in a simulated two-way traffic environment with and without a vibrotactile wristband delivering warning messages. RESULTS: The percentage of decisions that led to collisions with approaching cars decreased significantly when participants wore the wristband. Benefits tended to be greater particularly among very old women, with fewer collisions in the far lane and when vehicles approached rapidly when they wore the wristband. But collisions did not fall to zero, and responses that were in accordance with the wristband advice went up to only 51.6% on average, for all participants. The wristband was nevertheless considered useful and easy to use by all participants. Moreover, behavioral intentions to buy and use such a device in the future were greater in both groups of older participants, but not among the younger adults. PRACTICAL APPLICATIONS: This haptic device was able to partly compensate for some age-related gap-acceptance difficulties and reduce street-crossing risks for all users. These findings could be fruitfully applied to the design of devices allowing communication between vehicles, infrastructures, and pedestrians.


Subject(s)
Accidents, Traffic/prevention & control , Decision Making/physiology , Pedestrians/psychology , Wearable Electronic Devices , Adult , Age Factors , Aged , Case-Control Studies , Female , Humans , Male , Vibration , Young Adult
6.
Mol Autism ; 5: 37, 2014.
Article in English | MEDLINE | ID: mdl-25018866

ABSTRACT

BACKGROUND: It is widely accepted that emotion processing difficulties are involved in Autism Spectrum Conditions (ASC). An increasing number of studies have focused on the development of training programs and have shown promising results. However, most of these programs are appropriate for individuals with high-functioning ASC (HFA) but exclude individuals with low-functioning ASC (LFA). We have developed a computer-based game called JeStiMulE based on logical skills to teach emotions to individuals with ASC, independently of their age, intellectual, verbal and academic level. The aim of the present study was to verify the usability of JeStiMulE (which is its adaptability, effectiveness and efficiency) on a heterogeneous ASC group. We hypothesized that after JeStiMulE training, a performance improvement would be found in emotion recognition tasks. METHODS: A heterogeneous group of thirty-three children and adolescents with ASC received two one-hour JeStiMulE sessions per week over four weeks. In order to verify the usability of JeStiMulE, game data were collected for each participant. Furthermore, all participants were presented before and after training with five emotion recognition tasks, two including pictures of game avatars (faces and gestures) and three including pictures of real-life characters (faces, gestures and social scenes). RESULTS: Descriptive data showed suitable adaptability, effectiveness and efficiency of JeStiMulE. Results revealed a significant main effect of Session on avatars (ANOVA: F (1,32) = 98.48, P < .001) and on pictures of real-life characters (ANOVA: F (1,32) = 49.09, P < .001). A significant Session × Task × Emotion interaction was also found for avatars (ANOVA: F (6,192) = 2.84, P = .01). This triple interaction was close to significance for pictures of real-life characters (ANOVA: F (12,384) = 1.73, P = .057). Post-hoc analyses revealed that 30 out of 35 conditions found a significant increase after training. CONCLUSIONS: JeStiMulE appears to be a promising tool to teach emotion recognition not only to individuals with HFA but also those with LFA. JeStiMulE is thus based on ASC-specific skills, offering a model of logical processing of social information to compensate for difficulties with intuitive social processing. TRIAL REGISTRATION: Comité de Protection des Personnes Sud Méditerranée V (CPP): reference number 11.046 (https://cpp-sud-mediterranee-v.fr/).

7.
Appl Ergon ; 40(4): 713-21, 2009 Jul.
Article in English | MEDLINE | ID: mdl-18703179

ABSTRACT

The paper presents an ergonomic analysis carried out in the early phases of an R&D project. The purpose was to investigate the functioning of today's Automotive Service Technicians (ASTs) training in order to inform the design of an Augmented Reality (AR) teaching aid. The first part of the paper presents a literature review of some major problems encountered by ASTs today. The benefits of AR as technological aid are also introduced. Then, the methodology and the results of two case studies are presented. The first study is based on interviews with trainers and trainees; the second one on observations in real training settings. The results support the assumption that today's ASTs' training could be regarded as a community-of-practice (CoP). Therefore, AR could be useful as a collaboration tool, offering a shared virtual representation of real vehicle's parts, which are normally invisible unless dismantled (e.g. the parts of a hydraulic automatic transmission). We conclude on the methods and the technologies to support the automotive CoP.


Subject(s)
Automobiles , Task Performance and Analysis , Teaching/methods , Adult , Ergonomics , Humans , Male , Middle Aged , Technology , User-Computer Interface , Workplace , Young Adult
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