16,239 research outputs found

    Use of nonintrusive sensor-based information and communication technology for real-world evidence for clinical trials in dementia

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    Cognitive function is an important end point of treatments in dementia clinical trials. Measuring cognitive function by standardized tests, however, is biased toward highly constrained environments (such as hospitals) in selected samples. Patient-powered real-world evidence using information and communication technology devices, including environmental and wearable sensors, may help to overcome these limitations. This position paper describes current and novel information and communication technology devices and algorithms to monitor behavior and function in people with prodromal and manifest stages of dementia continuously, and discusses clinical, technological, ethical, regulatory, and user-centered requirements for collecting real-world evidence in future randomized controlled trials. Challenges of data safety, quality, and privacy and regulatory requirements need to be addressed by future smart sensor technologies. When these requirements are satisfied, these technologies will provide access to truly user relevant outcomes and broader cohorts of participants than currently sampled in clinical trials

    Her Life Depends on it III: Sport, Physical Activity and the Health and Well-being of American Girls and Women

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    Her Life Depends On It III is the Women's Sports Foundation's comprehensive report that reviews existing and emerging research on the links between participation in sport and physical activity and the health and wellbeing of American girls and women. As with the previous editions in 2004 and 2009, this study also confirms that physical activity and sport provides the critical foundation, in no small part, that allows girls and women to lead healthy, strong, and fulfilled lives. Ten years since its first publication, the updated Her Life Depends On It provides an even more comprehensive review of the ever-expanding body of research that demonstrates how important it is for girls and women to participate in sport and physical activity. The report's contents reflect the review of 1,500 studies, nearly 400 covered since the previous edition

    Eye quietness and quiet eye in expert and novice golf performance: an electrooculographic analysis

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    Quiet eye (QE) is the final ocular fixation on the target of an action (e.g., the ball in golf putting). Camerabased eye-tracking studies have consistently found longer QE durations in experts than novices; however, mechanisms underlying QE are not known. To offer a new perspective we examined the feasibility of measuring the QE using electrooculography (EOG) and developed an index to assess ocular activity across time: eye quietness (EQ). Ten expert and ten novice golfers putted 60 balls to a 2.4 m distant hole. Horizontal EOG (2ms resolution) was recorded from two electrodes placed on the outer sides of the eyes. QE duration was measured using a EOG voltage threshold and comprised the sum of the pre-movement and post-movement initiation components. EQ was computed as the standard deviation of the EOG in 0.5 s bins from –4 to +2 s, relative to backswing initiation: lower values indicate less movement of the eyes, hence greater quietness. Finally, we measured club-ball address and swing durations. T-tests showed that total QE did not differ between groups (p = .31); however, experts had marginally shorter pre-movement QE (p = .08) and longer post-movement QE (p < .001) than novices. A group × time ANOVA revealed that experts had less EQ before backswing initiation and greater EQ after backswing initiation (p = .002). QE durations were inversely correlated with EQ from –1.5 to 1 s (rs = –.48 - –.90, ps = .03 - .001). Experts had longer swing durations than novices (p = .01) and, importantly, swing durations correlated positively with post-movement QE (r = .52, p = .02) and negatively with EQ from 0.5 to 1s (r = –.63, p = .003). This study demonstrates the feasibility of measuring ocular activity using EOG and validates EQ as an index of ocular activity. Its findings challenge the dominant perspective on QE and provide new evidence that expert-novice differences in ocular activity may reflect differences in the kinematics of how experts and novices execute skills

    Multi-user Touch Surfaces to Promote Social Participation and Self-efficacy in Upper-limb Stroke Rehabilitation

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    This thesis addresses the growing incidence of stroke and its impact on long-term disability, emphasizing the importance of post-stroke rehabilitation. Predicting a 34% increase in stroke cases by 2025, this work focuses on factors affecting post-stroke motor rehabilitation, such as depressive symptoms, while recognizing the role of social participation and self-efficacy in modulating these outcomes. To tackle these challenges, we propose the use of a multi-user interactive table for upper limb rehabilitation. This innovative approach involves detecting objects of various sizes and shapes as interfaces for serious games, fostering collective therapeutic activities targeting motor rehabilitation, depressive symptoms, social participation, and self-efficacy. Four exploratory studies informed the development of the interactive table. The studies determined game mechanics, object types, and game features. Three game modes (competitive, co-active, and collaborative) were explored, with the collaborative mode showing higher social engagement and more positive outcomes. Subsequent studies involving stroke survivors confirmed the effectiveness of collaborative gameplay. Feasibility, engagement, and usability were tested using objects of different sizes and shapes, revealing insights into task performance, grasping, and task complexity adjustments. The developed interactive table accommodates up to four participants, using top down object shape tracking and a multi-touch panel. Four serious games were designed to target specific upper limb skills, played in collaborative mode with incorporated features to enhance the overall experience. A pilot study with 12 stroke survivors over four weeks demonstrated significant improvements in motor outcomes, including range of motion, dexterity, strength, and coordination. The participants reported high enjoyment and interest in the system, with good usability scores. The study suggests that a group-based holistic motor rehabilitation approach, as presented, holds potential for enhancing motor outcomes by promoting social interaction and self-efficacy. These results indicate the viability of the proposed system as a promising solution for stroke rehabilitation.Esta tese aborda a crescente incidência do AVC e o seu impacto na funcionalidade a longo prazo, realçando a importância da reabilitação pós-AVC. Prevendo-se um aumento de 34% nos casos de AVC até 2025, este trabalho foca-se em fatores que afetam a reabilitação motora pós-AVC, como os sintomas depressivos, reconhecendo o papel da participação social e do sentimento de auto-eficácia na nestes sintomas. Para enfrentar esses desafios, propomos o uso de uma mesa interativa multi utilizador para reabilitação dos membros superiores. Esta abordagem inovadora envolve a deteção de objetos de vários tamanhos e formas como interfaces para os jogos sérios, permitindo atividades terapêuticas em grupo direcionadas à reabilitação motora, sintomas depressivos, participação social e autoeficácia. Quatro estudos exploratórios suportaram o desenvolvimento da mesa interativa, determinando mecânicas de jogo, tipos de objetos e recursos do jogo. Três modos de jogo (competitivo, co-ativo e colaborativo) foram investigados, com o modo colaborativo mostrando maior envolvimento social e resultados mais positivos. Estudos subsequentes envolvendo sobreviventes de AVC confirmaram a eficácia do jogo colaborativo. Viabilidade, envolvimento e usabilidade foram testados usando objetos de diferentes tamanhos e formas, revelando insights importantes relativos ao desempenho nas tarefas, preensões e ajustes de complexidade da tarefa. A mesa interativa desenvolvida acomoda até quatro participantes, e permite a deteção de objectos para serem usados como interfaces e um painel multi-toque. Quatro jogos sérios foram projetados para reabilitar competências específicas dos membros superiores, desenhados para serem jogados em modo colaborativo e com recursos incorporados para potenciar o processo de reabilitação e a experiência do utilizador. Um estudo piloto com 12 sobreviventes de AVC ao longo de quatro semanas, demonstrou melhorias significativas nos resultados motores, nomeadamente amplitude de movimento, destreza, força e coordenação. Os participantes reportaram níveis altos de prazer e interesse no sistema, e pontuações de usabilidade promissoras. Este trabalho sugere que uma abordagem de reabilitação motora holística e em grupo, como apresentada, tem potencial para melhorar os resultados motores promovendo a interação social e o sentimento de auto-eficácia. Estes resultados sugerem a viabilidade do sistema proposto como uma solução promissora para a reabilitação motora no AVC

    Her Life Depends On It: Sport, Physical Activity and the Health and Well-Being of American Girls

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    This report is a comprehensive compendium of research that points to physical activity and sport as fundamental solutions for many of the serious health and social problems faced by American girls. An appreciable mass of evidence-based knowledge about girls' involvement with sport and physical activity has been generated during the last decade. The amount and quality of this research are uneven and varied. For example, a good deal of research examines the associations between physical activity and risk for coronary heart disease, but studies that focus on risk for Alzheimer's disease are just beginning to issue. Researchers have verified links between high school athletic participation and teen pregnancy prevention, although more longitudinal research is needed to thoroughly confirm the connections. Overall, however, this report shows that the current state of knowledge on the relationship of physical activity to the health and social needs of American girls warrants the serious attention of public health officials, educators and sport leaders

    An Automated Mobile Game-based Screening Tool for Patients with Alcohol Dependence

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    Traditional methods for screening and diagnosis of alcohol dependence are typically administered by trained clinicians in medical settings and often rely on interview responses. These self-reports can be unintentionally or deliberately false, and misleading answers can, in turn, lead to inaccurate assessment and diagnosis. In this study, we examine the use of user-game interaction patterns on mobile games to develop an automated diagnostic and screening tool for alcohol-dependent patients. Our approach relies on the capture of interaction patterns during gameplay, while potential patients engage with popular mobile games on smartphones. The captured signals include gameplay performance, touch gestures, and device motion, with the intention of identifying patients with alcohol dependence. We evaluate the classification performance of various supervised learning algorithms on data collected from 40 patients and 40 age-matched healthy adults. The results show that patients with alcohol dependence can be automatically identified accurately using the ensemble of touch, device motion, and gameplay performance features on 3-minute samples (accuracy=0.95, sensitivity=0.95, and specificity=0.95). The present findings provide strong evidence suggesting the potential use of user-game interaction metrics on existing mobile games as discriminant features for developing an implicit measure to identify alcohol dependence conditions. In addition to supporting healthcare professionals in clinical decision-making, the game-based self-screening method could be used as a novel strategy to promote alcohol dependence screening, especially outside of clinical settings

    An Automated Mobile Game-based Screening Tool for Patients with Alcohol Dependence

    Get PDF
    Traditional methods for screening and diagnosis of alcohol dependence are typically administered by trained clinicians in medical settings and often rely on interview responses. These self-reports can be unintentionally or deliberately false, and misleading answers can, in turn, lead to inaccurate assessment and diagnosis. In this study, we examine the use of user-game interaction patterns on mobile games to develop an automated diagnostic and screening tool for alcohol-dependent patients. Our approach relies on the capture of interaction patterns during gameplay, while potential patients engage with popular mobile games on smartphones. The captured signals include gameplay performance, touch gestures, and device motion, with the intention of identifying patients with alcohol dependence. We evaluate the classification performance of various supervised learning algorithms on data collected from 40 patients and 40 age-matched healthy adults. The results show that patients with alcohol dependence can be automatically identified accurately using the ensemble of touch, device motion, and gameplay performance features on 3-minute samples (accuracy=0.95, sensitivity=0.95, and specificity=0.95). The present findings provide strong evidence suggesting the potential use of user-game interaction metrics on existing mobile games as discriminant features for developing an implicit measure to identify alcohol dependence conditions. In addition to supporting healthcare professionals in clinical decision-making, the game-based self-screening method could be used as a novel strategy to promote alcohol dependence screening, especially outside of clinical settings

    Self-reported domain-specific and accelerometer-based physical activity and sedentary behaviour in relation to psychological distress among an urban Asian population

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    Background: The interpretation of previous studies on the association of physical activity and sedentary behaviour with psychological health is limited by the use of mostly self-reported physical activity and sedentary behaviour, and a focus on Western populations. We aimed to explore the association of self-reported and devise-based measures of physical activity and sedentary behaviour domains on psychological distress in an urban multi-ethnic Asian population. Methods: From a population-based cross-sectional study of adults aged 18-79 years, data were used from an overall sample (n = 2653) with complete self-reported total physical activity/sedentary behaviour and domain-specific physical activity data, and a subsample (n = 703) with self-reported domain-specific sedentary behaviour and accelerometry data. Physical activity and sedentary behaviour data were collected using the Global Physical Activity Questionnaire (GPAQ), a domain-specific sedentary behaviour questionnaire and accelerometers. The Kessler Screening Scale (K6) and General Health Questionnaire (GHQ-12) were used to assess psychological distress. Logistic regression models were used to calculate odds ratios (ORs) and 95% confidence intervals, adjusted for socio-demographic and lifestyle characteristics. Results: The sample comprised 45.0% men (median age = 45.0 years). The prevalence of psychological distress based on the K6 and GHQ-12 was 8.4% and 21.7%, respectively. In the adjusted model, higher levels of self-reported moderate-to-vigorous physical activity (MVPA) were associated with significantly higher odds for K6 (OR = 1.47 [1.03-2.10]; p-trend = 0.03) but not GHQ-12 (OR = 0.97 [0.77-1.23]; p-trend = 0.79), when comparing the highest with the lowest tertile. Accelerometry-assessed MVPA was not significantly associated with K6 (p-trend = 0.50) nor GHQ-12 (p-trend = 0.74). The highest tertile of leisure-time physical activity, but not work- or transport-domain activity, was associated with less psychological distress using K6 (OR = 0.65 [0.43-0.97]; p-trend = 0.02) and GHQ-12 (OR = 0.72 [0.55-0.93]; p-trend = 0.01). Self-reported sedentary behaviour was not associated with K6 (p-trend = 0.90) and GHQ-12 (p-trend = 0.33). The highest tertile of accelerometry-assessed sedentary behaviour was associated with significantly higher odds for K6 (OR = 1.93 [1.00-3.75]; p-trend = 0.04), but not GHQ-12 (OR = 1.34 [0.86-2.08]; p-trend = 0.18). Conclusions: Higher levels of leisure-time physical activity and lower levels of accelerometer-based sedentary behaviour were associated with lower psychological distress. This study underscores the importance of assessing accelerometer-based and domain-specific activity in relation to mental health, instead of solely focusing on total volume of activity
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