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1.
PLoS One ; 19(5): e0300505, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38814937

RESUMO

There are many different types of scientific design thinking methods, but it is necessary to evaluate the applicability of the methods to the components of the design teaching curriculum in universities. Therefore, this study assesses the applicability of design thinking in terms of "design practice" and "locality" based on the local design education philosophy and the characteristics of the students and courses. A two-dimensional linguistic fuzzy model with two-tuples was proposed, and the assessment values of 36 experts were statistically analysed using the Delphi, triangular fuzzy number, Euclidean distance, two-dimension linguistic label (2DLL), and two-dimensional linguistic weighted arithmetic aggregation (2DLWAA) methods. The results highlighted the 12 categories of design thinking methods that are most applicable to teaching and learning, indicating the basic views of university design faculty on the application of design thinking methods. Finally, the new design teaching methods have been validated and constructed through years of teaching practice, and have some reference value for teaching design courses in universities.


Assuntos
Lógica Fuzzy , Linguística , Humanos , Pensamento , Ensino , Universidades , Currículo , Modelos Teóricos
2.
Games Health J ; 11(5): 277-297, 2022 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-36252097

RESUMO

The use of virtual reality (VR) for stroke rehabilitation has been implemented during the last decade. At present, most studies still focus on the effects of VR on upper limb rehabilitation, and few studies have explored VR games, VR system designs, and rehabilitation modes for upper limb rehabilitation. This study aims to (1) evaluate the rehabilitation effect of stroke patients using a game-based VR upper limb rehabilitation system in clinical settings; (2) investigate the impact of custom and commercial VR games on patients in clinical settings; and (3) review VR upper limb rehabilitation modes. The PubMed, ScienceDirect, Scopus, Web of Science, and IEEE Xplore databases were searched, and related literature published through December 2021 was included. A total of 4700 articles were retrieved according to the search strategy. We identified 24 studies, including 793 patients. We conducted a systematic search for randomized controlled trials with adult stroke patients to analyze the effect of game-based VR upper limb rehabilitation systems. A meta-analysis was conducted to compare the effects of upper limb function, hand dexterity, daily living ability, and cognitive function between the experimental group (EG, using VR for upper limb rehabilitation) and control group (CG, receiving conventional rehabilitation, including physical therapy and occupational therapy). We also conducted an analysis of both custom and commercial games. The results of the meta-analysis proved that game-based VR upper limb rehabilitation therapy for cerebral apoplexy is an effective method of rehabilitation in clinical settings and is more effective than traditional rehabilitation in improving patients' upper limb function and hand mobility. Custom games heal better than commercial games. This study only includes nonimmersive device rehabilitation modes due to research constraints and classified them into four categories. The mode of VR games combined with rehabilitation instruments may solve the problem that patients with severe upper limb dysfunction cannot operate games. Whether the use of immersive VR devices and the fun of games will affect patients' rehabilitation motivation and effect is the direction of future research.


Assuntos
Reabilitação do Acidente Vascular Cerebral , Acidente Vascular Cerebral , Jogos de Vídeo , Realidade Virtual , Adulto , Humanos , Acidente Vascular Cerebral/psicologia , Reabilitação do Acidente Vascular Cerebral/métodos , Extremidade Superior
3.
Comput Methods Programs Biomed ; 221: 106870, 2022 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-35636360

RESUMO

OBJECTIVE: It is common for employees to complain of muscle fatigue when resting in a reclined position in an office chair. To investigate the physical factors that influence resting comfort in a supine position, a newly designed product was used as the basis for creating a prototype experiment and testing its efficacy in use. Subjective questionnaires were combined with surface EMG measurements and deep learning algorithms were used to identify body part comfort to create a hybrid approach to product usability testing. METHODS: To facilitate the use of sEMG-based CNNs in human factors engineering, a subjective user assessment was first conducted using a combination of body mapping and an impact comfort scale to the screen which body parts have a significant impact effect on comfort when using the prototype. A control group (no used) and an experimental group (used) were then created and the body parts with the most significant effects were measured using sEMG methods. After pre-processing the sEMG signal, sMEG feature maps were obtained by mean power frequency (MPF) and linear regression was used to analyze the comforting effect. Finally, a CNN model is constructed and the sMEG feature maps are trained and tested. RESULTS: The results of the experiment showed that the user's subjective assessment showed that 10 body parts had a significant effect on comfort, with the right and left sides of the neck having the highest effect on comfort (4.78). sEMG measurements were then performed on the sternocleidomastoid (SCM) of the left and right neck. Linear analysis of the measurements showed that the control group had higher SCM fatigue than the experimental group, which could also indicate that the experimental group had better comfort. The final CNN model was able to accurately classify the four datasets with an accuracy of 0.99. CONCLUSION: The results of the study show that the method is effective for the study of physical comfort in the supine sitting position and that it can be used to validate the comfort of similar products and to design iterations of the prototype.


Assuntos
Design Centrado no Usuário , Interface Usuário-Computador , Algoritmos , Eletromiografia/métodos , Humanos , Redes Neurais de Computação
4.
Comput Methods Programs Biomed ; 197: 105762, 2020 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-33011666

RESUMO

BACKGROUND: The COVID-19 prevention and control constantly affects lives worldwide. In this paper, household medical products were analyzed using fuzzy logic. Considering the household anti-epidemic status, economic and environmental benefits, the adaptable design method of anti-epidemic products in the vestibule was proposed. The measure of adaptable design method still have shortcomings. Therefore, an improved method that is based on fuzzy logic programming is required. METHOD: Firstly, common medical product types used in vestibules and household anti-epidemic products were identified and summarized into product sets. Then matching degree matrix was obtained by functional configuration decomposition and matching calculations. Secondly, experts were invited to evaluate the paired comparative probability matrices and linguistic variables, and the evaluation data were converted by trapezoidal membership functions, fuzzy numbers and the defuzzification method to obtain the usage probability values (PR) for product functions. Finally, the matching degree value (P) and the product function (PF) were calculated by adaptability measure formula, and product function, the adaptability factor and the adaptability (A) were obtained. RESULTS AND DISCUSSION: Our results show that the degree of adaptability of each product function in the product set from PF1 to PF10can be evaluated. Based on the principles of sorting of values from high to low, the top five PF (n = 10) for P value is PF10, PF5, PF6, PF8 and PF1; The top five PF for P value is PF2, PF1, PF3, PF7 and PF8; The top five PF for A value is PF2(0.242), PF1(0.232), PF5(0.225), PF8(0.222) and PF3(0.221). These values allow us to summarize and draw visual charts according to the above data sorting mode. The higher the value of the product function, the more it can be prioritized for design development with functional cost savings, simplification or clustering. CONCLUSION: This study proposes an adaptable design method based on fuzzy logic programming. The data results in this study can guide the development and programming of the vestibule anti-epidemic products. The higher adaptability value of a product function indicates that it is more capable of being simplified, clustered, and adapting to changes in the product set.


Assuntos
COVID-19/prevenção & controle , Desenho de Equipamento/métodos , Lógica Fuzzy , Pandemias/prevenção & controle , COVID-19/epidemiologia , China/epidemiologia , Biologia Computacional , Desenho de Equipamento/estatística & dados numéricos , Utensílios Domésticos , Produtos Domésticos , Habitação , Humanos , Probabilidade , Inquéritos e Questionários
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