Your browser doesn't support javascript.
loading
Show: 20 | 50 | 100
Results 1 - 4 de 4
Filter
Add more filters










Database
Language
Publication year range
1.
Healthcare (Basel) ; 10(8)2022 Aug 09.
Article in English | MEDLINE | ID: mdl-36011154

ABSTRACT

Schizophrenia is a chronic brain disorder that affects 1 in every 300 people worldwide. This study intended to perform a systematic review to describe the state-of-the-art of interventions involving patients with negative symptoms of schizophrenia that use Virtual Reality (VR) games as a complement to therapy, and to analyze the key features of such games. Literature research was conducted in three databases, namely, the Institute of Electrical and Electronics Engineers (IEEE), Scopus, and PubMed, to identify relevant publications dated from 2010 to 2021. Of the initial 74 publications found, only 11 satisfied the eligibility requirements and were included in this study. The results were then organized and displayed in a flow diagram. Overall, the results from the studies suggest that the use of VR in therapies enables an increase in social skills and a decrease in anxiety symptoms. The use of such technology in therapy has proven to be effective, although it still lacks features to provide better long-term results.

2.
Sensors (Basel) ; 21(16)2021 Aug 11.
Article in English | MEDLINE | ID: mdl-34450860

ABSTRACT

Wearable and Internet of Things (IoT) technologies in sports open a new era in athlete's training, not only for performance monitoring and evaluation but also for fitness assessment. These technologies rely on sensor systems that collect, process and transmit relevant data, such as biomarkers and/or other performance indicators that are crucial to evaluate the evolution of the athlete's condition, and therefore potentiate their performance. This work aims to identify and summarize recent studies that have used wearables and IoT technologies and discuss its applicability for fitness assessment. A systematic review of electronic databases (WOS, CCC, DIIDW, KJD, MEDLINE, RSCI, SCIELO, IEEEXplore, PubMed, SPORTDiscus, Cochrane and Web of Science) was undertaken according to the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines. From the 280 studies initially identified, 20 were fully examined in terms of hardware and software and their applicability for fitness assessment. Results have shown that wearable and IoT technologies have been used in sports not only for fitness assessment but also for monitoring the athlete's internal and external workloads, employing physiological status monitoring and activity recognition and tracking techniques. However, the maturity level of such technologies is still low, particularly with the need for the acquisition of more-and more effective-biomarkers regarding the athlete's internal workload, which limits its wider adoption by the sports community.


Subject(s)
Internet of Things , Sports , Wearable Electronic Devices , Exercise , Humans , Internet , Monitoring, Physiologic
3.
Games Health J ; 7(5): 302-309, 2018 Oct.
Article in English | MEDLINE | ID: mdl-29957075

ABSTRACT

OBJECTIVE: Serious Games is a field of research that has evolved substantially with valuable contributions to many application domains and areas. Patients often consider traditional rehabilitation approaches to be repetitive and boring, making it difficult for them to maintain their ongoing interest and assure the completion of the treatment program. Since the publication of our first taxonomy of Serious Games for Health Rehabilitation (SGHR), many studies have been published with game prototypes in this area. Based on literature review, our goal is to propose an updated taxonomy taking into account the works, updates, and innovations in game criteria that have been researched since our first publication in 2010. In addition, we aim to present the validation mechanism used for the proposed extended taxonomy. MATERIALS AND METHODS: Based on a literature review in the area and on the analysis of the contributions made by other researchers, we propose an extended taxonomy for SGHR. For validating the taxonomy proposal, a questionnaire was designed to use on a survey among experts in the area. RESULTS: An extended taxonomy for SGHR was proposed. As we have identified that, in general, and besides the mechanisms associated with the adoption of a given taxonomy, there were no reported validation mechanisms for the proposals, we designed a mechanism to validate our proposal. The mechanism uses a questionnaire addressed to a sample of researchers and professionals with experience and expertise in domains of knowledge interrelated with SGHR, such as Computer Graphics, Game Design, Interaction Design, Computer Programming, and Health Rehabilitation. CONCLUSION: The extended taxonomy proposal for health rehabilitation serious games provides the research community with a tool to fully characterize serious games. The mechanism designed for validating the taxonomy proposal is another contribution of this work.


Subject(s)
Games, Experimental , Play Therapy/instrumentation , Rehabilitation/standards , Classification/methods , Humans , Motivation , Patients/psychology , Play Therapy/methods , Play Therapy/standards , Rehabilitation/methods , Rehabilitation/psychology , Surveys and Questionnaires
4.
J Med Syst ; 41(1): 10, 2017 Jan.
Article in English | MEDLINE | ID: mdl-27864778

ABSTRACT

In recent years Serious Games have evolved substantially, solving problems in diverse areas. In particular, in Cognitive Rehabilitation, Serious Games assume a relevant role. Traditional cognitive therapies are often considered repetitive and discouraging for patients and Serious Games can be used to create more dynamic rehabilitation processes, holding patients' attention throughout the process and motivating them during their road to recovery. This paper reviews Serious Games and user interfaces in rehabilitation area and details a Serious Games platform for Cognitive Rehabilitation that includes a set of features such as: natural and multimodal user interfaces and social features (competition, collaboration, and handicapping) which can contribute to augment the motivation of patients during the rehabilitation process. The web platform was tested with healthy subjects. Results of this preliminary evaluation show the motivation and the interest of the participants by playing the games.


Subject(s)
Cognition Disorders/rehabilitation , Movement , Video Games , Eye Movements , Facial Expression , Humans , Interpersonal Relations , Motivation , Pattern Recognition, Automated/methods , Speech Recognition Software , User-Computer Interface
SELECTION OF CITATIONS
SEARCH DETAIL
...