28,470 research outputs found

    Tomorrow’s world: Current developments in the therapeutic use of technology for psychosis

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    There is now an established evidence base for the use of information and communication technology (ICT) to support mental healthcare (‘e-mental health’) for common mental health problems. Recently, there have been significant develop-ments in the therapeutic use of computers, mobile phones, gaming and virtual reality technologies for the assessment and treatment of psychosis. We provide an overview of the therapeutic use of ICT for psychosis, drawing on searches of the scientific literature and the internet and using interviews with experts in the field. We outline interventions that are already relevant to clinical practice, some that may become available in the foreseeable future and emerging challenges for their implementation

    Exergames

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    Human experience in the natural and built environment : implications for research policy and practice

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    22nd IAPS conference. Edited book of abstracts. 427 pp. University of Strathclyde, Sheffield and West of Scotland Publication. ISBN: 978-0-94-764988-3

    Memory Rehabilitation Strategies in Nonsurgical Temporal Lobe Epilepsy: A Review

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    open8siPeople with temporal lobe epilepsy (TLE) who have not undergone epilepsy surgery often complain of memory deficits. Cognitive re- habilitation is employed as a remedial intervention in clinical settings, but research is limited and findings concerning efficacy and the criteria for choosing different approaches have been inconsistent. We aimed to appraise existing evidence on memory rehabilitation in nonsurgical individuals with temporal lobe epilepsy and to ascertain the effectiveness of specific strategies. A scoping review was preferred given the het- erogeneous nature of the interventions. A comprehensive literature search using MEDLINE, EMBASE, CINAHL, AMED, Scholars Portal/ PSYCHinfo, Proceedings First, and ProQuest Dissertations and Theses identified articles published in English before February 2016. The search retrieved 372 abstracts. Of 25 eligible studies, six were included in the final review. None included pediatric populations. Strategies included cognitive training, external memory aids, brain training, and noninvasive brain stimulation. Selection criteria tended to be general. Overall, there was insufficient evidence to make definitive conclusions regarding the efficacy of traditional memory rehabilitation strategies, brain training, and noninvasive brain stimulation. The review suggests that cognitive rehabilitation in nonsurgical TLE is underresearched and that there is a need for a systematic evaluation in this population.embargoed_20180216DEL FELICE, Alessandra; Alderighi, Marzia; Martinato, Matteo; Grisafi, Davide; Bosco, Anna; Thompson, Pamela J.; Sander, Josemir W.; Masiero, StefanoDEL FELICE, Alessandra; Alderighi, Marzia; Martinato, Matteo; Grisafi, Davide; Bosco, Anna; Thompson, Pamela J.; Sander, Josemir W.; Masiero, Stefan

    The development of a rich multimedia training environment for crisis management: using emotional affect to enhance learning

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    PANDORA is an EU FP7-funded project developing a novel training and learning environment for Gold Commanders, individuals who carry executive responsibility for the services and facilities identified as strategically critical e.g. Police, Fire, in crisis management strategic planning situations. A key part of the work for this project is considering the emotional and behavioural state of the trainees, and the creation of more realistic, and thereby stressful, representations of multimedia information to impact on the decision-making of those trainees. Existing training models are predominantly paper-based, table-top exercises, which require an exercise of imagination on the part of the trainees to consider not only the various aspects of a crisis situation but also the impacts of interventions, and remediating actions in the event of the failure of an intervention. However, existing computing models and tools are focused on supporting tactical and operational activities in crisis management, not strategic. Therefore, the PANDORA system will provide a rich multimedia information environment, to provide trainees with the detailed information they require to develop strategic plans to deal with a crisis scenario, and will then provide information on the impacts of the implementation of those plans and provide the opportunity for the trainees to revise and remediate those plans. Since this activity is invariably multi-agency, the training environment must support group-based strategic planning activities and trainees will occupy specific roles within the crisis scenario. The system will also provide a range of non-playing characters (NPC) representing domain experts, high-level controllers (e.g. politicians, ministers), low-level controllers (tactical and operational commanders), and missing trainee roles, to ensure a fully populated scenario can be realised in each instantiation. Within the environment, the emotional and behavioural state of the trainees will be monitored, and interventions, in the form of environmental information controls and mechanisms impacting on the stress levels and decisionmaking capabilities of the trainees, will be used to personalise the training environment. This approach enables a richer and more realistic representation of the crisis scenario to be enacted, leading to better strategic plans and providing trainees with structured feedback on their performance under stress

    Use of virtual reality technique for the training of motor control in the elderly: Some theoretical considerations

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    Virtual augmented exercise, an emerging technology that can help to promote physical activity and combine the strengths of indoor and outdoor exercise, has recently been proposed as having the potential to increase exercise behavior in older adults. By creating a strong presence in a virtual, interactive environment, distraction can be taken to greater levels while maintaining the benefits of indoor exercises which may result in a shift from negative to positive thoughts about exercise. Recent findings on young participants show that virtual reality training enhances mood, thus, increasing enjoyment and energy. For older adults virtual, interactive environments can influence postural control and fall events by stimulating the sensory cues that are responsible in maintaining balance and orientation. However, the potential of virtual reality training has yet to be explored for older adults. This manuscript describes the potential of dance pad training protocols in the elderly and reports on the theoretical rationale of combining physical game-like exercises with sensory and cognitive challenges in a virtual environmen

    The Effect of Music and Television Viewing on Enjoyment During Aerobic Exercise

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    A majority of individuals exercise with an entertainment device that promotes a positive distraction during aerobic exercise. It is however unclear if certain entertainment promotes a greater enjoyment and feeling state than others. The purpose of this study was to examine if television viewing and music would increase enjoyment and feeling state during aerobic exercise. Fourteen males and sixteen females (n=30) between the ages of 18-30 participated in the study. The participants were randomly assigned to one of three conditions: music, television viewing (TV), and control. Participants could choose between the elliptical and treadmill, and exercise was self-paced for 30 minutes. METS, WATTS, Rating of Perceived Exertion (RPE), heart rate (HR), speed/cross ramp, resistance/incline, and total distance were recorded during the 30-minute exercise bout. Additionally, participants completed the Physical Activity Enjoyment Scale (PACES) and Exercise-Induced Feeling State Scale (EFI). A repeated measures ANOVA compared enjoyment and feeling state between the three conditions. There were no significant differences in the physiological variables. However, there were significant differences in the PACES enjoyment scale (p = .014) and in the EFI feeling state subscales between positive affect (p \u3c.01 = .000), negative affect (p = \u3c.001), and fatigue (p = .026), but no significance in tranquility (p = .098). The results of this study show positive mood effects of listening to music and/or TV viewing during aerobic exercise but no differences in the physiological variables associated with the workout. If a person should forget an entertainment device, there is no different in the physiological benefit to the workout, but he/she should feel higher enjoyment and feeling states with using the device
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