24 research outputs found

    Utilização de recursos multimídia para crianças em contexto hospitalar: uma revisão integrativa

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    Hospitalization in children suppresses social interaction and produces isolation. This situation requires the recognition of strategies aimed at overcoming this condition and favoring inclusion. In this sense, the use of multimedia resources can be presented as a facilitating strategy, contributing to the interaction of children in their social environment. The objective of this work is to delineate the research related to the use of multimedia resources for children, adolescents, parents, and caregivers in a hospital context. This is an integrative review structured in the following stages: definition of the research question, establishment of inclusion and exclusion criteria in the literature search, definition of the information to be extracted from the studies, evaluation of included studies, interpretation of the results and synthesis of the data. The articles were surveyed in the databases PUBMED, B-ON, SCOPUS e Web of Science, adopting the descriptors multimedia, children and hospital in the period between 2013 and 2019. From the exclusion criteria and based on the analysis of the title and abstract, 19 articles were assigned to compose the final corpus of analysis. The results highlighted the potential of using multimedia resources for children in the hospital context. It was observed that the use of such resources favored the integration of children in medical procedures in a mild way, minimizing the state of stress and anxiety produced by the hospital environment, and clarifying and guiding parents and patients about such procedures in order to favor their involvement.La hospitalización en niños suprime la interacción social y produce aislamiento. Esta situación requiere el reconocimiento de estrategias dirigidas a superar esta conditión y favorecer la inclusión. En este sentido, el uso de recursos multimedia se puede presentar como una estrategia facilitadora, que contribuye a la interacción de los niños en su entorno social. El objetivo de este trabajo es caracterizar la investigación relacionada con el uso de recursos multimedia para niños, adolescentes, padres y cuidadores en un contexto hospitalario. Es una revisión integradora estructurada en las siguientes etapas: definición de la pregunta de investigación, establecimiento de criterios de inclusión y exclusión en la búsqueda bibliográfica, definición de la información que se extraerá de los estudios, evaluación de los estudios incluidos, interpretación de los resultados y síntesis de los datos. Los artículos fueron encuestados en las bases de datos PUBMED, B-ON, SCOPUS y Web of Science, adoptando los descriptores multimedia, niños y hospitales en el período comprendido entre 2013 y 2019. A partir de los criterios de exclusión y con base en el análisis del título y el resumen, se asignaron 19 artículos para componer el corpus final de análisis. Los resultados presentados resaltan el potencial del uso de recursos multimedia para niños en un contexto hospitalario. Se observó que el uso de tales recursos favoreció la integración de los niños en los procedimientos médicos de una manera moderada, minimizando el estado de estrés y ansiedad producido por el entorno hospitalario, y aclarando y guiando a los padres y pacientes sobre tales procedimientos para favorecerlos la participación.O internamento hospitalar em crianças suprime o convívio social e produz isolamento. Tal situação requer o reconhecimento de estratégias que visem superar esta situação e que favoreçam a inclusão. Neste sentindo, a utilização de recursos multimídia pode apresentar-se como estratégia facilitadora, contribuindo para a interação das crianças em seu meio social. O objetivo deste trabalho é caracterizar pesquisas relacionadas com a utilização de recursos multimídia para crianças, adolescentes, pais e cuidadores em contexto hospitalar. Trata-se de uma revisão integrativa estruturada nas seguintes etapas: definição da questão de pesquisa, estabelecimento de critérios de inclusão e exclusão na busca na literatura, definição das informações a serem extraídas dos estudos, avaliação dos estudos incluídos, interpretação dos resultados e síntese dos dados. O levantamento dos artigos nas bases de dados delimitadas, adotando os descritores e período pré-definidos, resultou em um total de 302 artigos. A partir dos critérios de exclusão e com base na análise do título e resumo, foram designados, para compor o corpus final de análise, 19 artigos. Os resultados apresentados evidenciam o potencial de utilização de recursos multimídias para crianças em contexto hospitalar e podem contribuir para minimizar as consequências inconvenientes produzidas nas experiências vivenciadas pelas crianças

    Simple MoCap System for Home Usage

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    Nowadays many MoCap systems exist. Generating 3D facial animation of characters is currently realized by using the motion capture data (MoCap data), which is obtained by tracking the facial markers from an actor/actress. In general it is a professional solution that is sophisticated and costly. This paper presents a solution with a system that is inexpensive. We propose a new easy-to-use system for home usage, through which we are making character animation. In its implementation we paid attention to the elimination of errors from the previous solutions. In this paper the authors describe the method how motion capture characters on a treadmill and as well as an own Java application that processes the video for its further use in Cinema 4D. This paper describes the implementation of this technology of sensing in a way so that the animated character authentically imitated human movement on a treadmill

    A systematic review of game technologies for pediatric patients

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    [EN] Children in hospital are subjected to multiple negative stimuli that may hinder their development and social interactions. Although game technologies are thought to improve children's experience in hospital, there is a lack of information on how they can be used effectively. This paper presents a systematic review of the literature on the existing approaches in this context to identify gaps for future research. A total of 1305 studies were identified, of which 75 were thoroughly analyzed according to our review protocol. The results show that the most common approach is to design mono-user games with traditional computers or monitor-based video consoles, which serve as a distractor or a motivator for physical rehabilitation for primary school children undergoing fearful procedures such as venipuncture, or those suffering chronic, neurological, or traumatic diseases/injures. We conclude that, on the one hand, game technologies seem to present physical and psychological benefits to pediatric patients, but more research is needed on this. On the other hand, future designers of games for pediatric hospitalization should consider: 1. The development for kindergarten patients and adolescents, 2. Address the psychological impact caused by long-term hospitalization, 3. Use collaboration as an effective game strategy to reduce patient isolation, 4. Have purposes other than distraction, such as socialization, coping with emotions, or fostering physical mobility, 5. Include parents/caregivers and hospital staff in the game activities; and 6. Exploit new technological artifacts such as robots and tangible interactive elements to encourage intrinsic motivation.This work is supported by the Spanish Ministry of Economy and Competitiveness and the European Development Regional Fund (EDRF-FEDER) with Project TIN2014-60077-R.El Jurdi, S.; Montaner-Marco, J.; García Sanjuan, F.; Jaén Martínez, FJ.; Nácher-Soler, VE. (2018). A systematic review of game technologies for pediatric patients. Computers in Biology and Medicine. 97:89-112. https://doi.org/10.1016/j.compbiomed.2018.04.019S891129

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Kinematic assessment for stroke patients in a stroke game and a daily activity recognition and assessment system

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    Stroke is the leading cause of serious, long-term disabilities among which deficits in motor abilities in arms or legs are most common. Those who suffer a stroke can recover through effective rehabilitation which is delicately personalized. To achieve the best personalization, it is essential for clinicians to monitor patients' health status and recovery progress accurately and consistently. Traditionally, rehabilitation involves patients performing exercises in clinics where clinicians oversee the procedure and evaluate patients' recovery progress. Following the in-clinic visits, additional home practices are tailored and assigned to patients. The in-clinic visits are important to evaluate recovery progress. The information collected can then help clinicians customize home practices for stroke patients. However, as the number of in-clinic sessions is limited by insurance policies, the recovery information collected in-clinic is often insufficient. Meanwhile, the home practice programs report low adherence rates based on historic data. Given that clinicians rely on patients to self-report adherence, the actual adherence rate could be even lower. Despite the limited feedback clinicians could receive, the measurement method is subjective as well. In practice, classic clinical scales are mostly used for assessing the qualities of movements and the recovery status of patients. However, these clinical scales are evaluated subjectively with only moderate inter-rater and intra-rater reliabilities. Taken together, clinicians lack a method to get sufficient and accurate feedback from patients, which limits the extent to which clinicians can personalize treatment plans. This work aims to solve this problem. To help clinicians obtain abundant health information regarding patients' recovery in an objective approach, I've developed a novel kinematic assessment toolchain that consists of two parts. The first part is a tool to evaluate stroke patients' motions collected in a rehabilitation game setting. This kinematic assessment tool utilizes body-tracking in a rehabilitation game. Specifically, a set of upper body assessment measures were proposed and calculated for assessing the movements using skeletal joint data. Statistical analysis was applied to evaluate the quality of upper body motions using the assessment outcomes. Second, to classify and quantify home activities for stroke patients objectively and accurately, I've developed DARAS, a daily activity recognition and assessment system that evaluates daily motions in a home setting. DARAS consists of three main components: daily action logger, action recognition part, and assessment part. The logger is implemented with a Foresite system to record daily activities using depth and skeletal joint data. Daily activity data in a realistic environment were collected from sixteen post-stroke participants. The collection period for each participant lasts three months. An ensemble network for activity recognition and temporal localization was developed to detect and segment the clinically relevant actions from the recorded data. The ensemble network fuses the prediction outputs from customized 3D Convolutional-De-Convolutional, customized Region Convolutional 3D network and a proposed Region Hierarchical Co-occurrence network which learns rich spatial-temporal features from either depth data or joint data. The per-frame precision and the per-action precision were 0.819 and 0.838, respectively, on the validation set. For the recognized actions, the kinematic assessments were performed using the skeletal joint data, as well as the longitudinal assessments. The results showed that, compared with non-stroke participants, stroke participants had slower hand movements, were less active, and tended to perform fewer hand manipulation actions. The assessment outcomes from the proposed toolchain help clinicians to provide more personalized rehabilitation plans that benefit patients.Includes bibliographical references

    Proceedings of the 10th international conference on disability, virtual reality and associated technologies (ICDVRAT 2014)

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    The proceedings of the conferenc

    Designing smart garments for rehabilitation

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    Proceedings of the 9th international conference on disability, virtual reality and associated technologies (ICDVRAT 2012)

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    The proceedings of the conferenc

    Drones and Geographical Information Technologies in Agroecology and Organic Farming

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    Although organic farming and agroecology are normally not associated with the use of new technologies, it’s rapid growth, new technologies are being adopted to mitigate environmental impacts of intensive production implemented with external material and energy inputs. GPS, satellite images, GIS, drones, help conventional farming in precision supply of water, pesticides, fertilizers. Prescription maps define the right place and moment for interventions of machinery fleets. Yield goal remains the key objective, integrating a more efficient use or resources toward an economic-environmental sustainability. Technological smart farming allows extractive agriculture entering the sustainability era. Societies that practice agroecology through the development of human-environmental co-evolutionary systems represent a solid model of sustainability. These systems are characterized by high-quality agroecosystems and landscapes, social inclusion, and viable economies. This book explores the challenges posed by the new geographic information technologies in agroecology and organic farming. It discusses the differences among technology-laden conventional farming systems and the role of technologies in strengthening the potential of agroecology. The first part reviews the new tools offered by geographic information technologies to farmers and people. The second part provides case studies of most promising application of technologies in organic farming and agroecology: the diffusion of hyperspectral imagery, the role of positioning systems, the integration of drones with satellite imagery. The third part of the book, explores the role of agroecology using a multiscale approach from the farm to the landscape level. This section explores the potential of Geodesign in promoting alliances between farmers and people, and strengthening food networks, whether through proximity urban farming or asserting land rights in remote areas in the spirit of agroecological transition. The Open Access version of this book, available at www.taylorfrancis.com, has been made available under a Creative Commons 4.0 license
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