60 research outputs found
Myotel: adressing motor behavior in neck shoulder pain by assessing and feedback semg in the daily (work) environment
Subjects with chronic pain differ in motor behavior especially with a decreased ability to relax their muscles. A myofeedback system has been developed that assesses muscle relaxation in an ambulant way during daily activities. The objective of this study was to examine the RMST on technical efficacy for clinical use and explore changes in clinical outcome
Daily physical activities of patients with chronic low back pain, assessed with accelerometry
Different theoretical models consider the development and maintenance of chronic low back pain have in common that they all predict changes in the daily activites, although the direction of change may differ between or within these models. The objective of the present study was to investigate these changes, using accelerometers to obtain a quantitative measure of the activity patters over the day
How to Design Game-based Healthcare Applications for Children? - A Study on Children’s Game Preferences
Game-based design can be used to develop engaging health applications for children. This engagement can only be realised when design is tailored to their preferences. In this study we investigate game preferences of children and translate these into design recommendations. Game preferences of children aged 6 to 12 were assessed through a questionnaire. Outcomes were classified by means of the 7D framework which divides game content into seven linear domains. Significant differences in mean scores among demographic subgroups were explored. Sixty-five children participated (M=9 years, SD=0.24, 36 boys, 29 girls, 8 children with asthma). Data showed high preference for content in domains novelty (Mnovelty=63) and dedication (Mdedication=70). Analysis resulted in subdivision of scores based on gender, age and playing frequency. Striking differences in scores were found between boys and girls in discord (Mboys=62, Mgirls=19), intensity (Mboys=60, Mgirls=27), rivalry (Mboys=53, Mgirls=31) and threat (Mboys=64, Mgirls=25). To design games for children we recommend to stimulate curiosity by offering variation and discovery, to enable achievement, learning and social contact. A divergence in preferences for boys and girls must be regarded. Opposed to boys, girls may lose interest in games that have violent or scary content, that are mainly competitive or demand continuous effort
Game preferences and personality of older adult users
To improve engagement needed for long-term adherence to telemedicine services for elderly users, we need methods to design effective and tailored gamification. This study explores the relation between personality (based on the Five Factor Model) and game preference (based on the Five Domains of Play theory) to enable creation of such a method, by means of a user classification targeting the older adult user. From preliminary results, in a study with 12 participants aged 65-75 years, we observe no significant correlations between personality and game preference. The participants have a strong preference for a game containing novel content. This study provides us with information on the older adult to create a method for developing tailored gamified content based on game preferences
The consistency of care for older patients with a hip fracture:are the results of the integrated orthogeriatric treatment model of the Centre of Geriatric Traumatology consistent 10Â years after implementation?
Summary: In the past 10 years after implementation, the orthogeriatric treatment model led in general to consistent outcomes for 1555 older adults in terms of most of the complications and mortality. Surgery was more often delayed to 24–48 h after arrival at the hospital, while the length of hospital stay shortened. Introduction: Since 1 April 2008, patients aged ≥ 70 years presenting themselves with a hip fracture at Ziekenhuisgroep Twente (ZGT) have been treated according to the orthogeriatric treatment model. The aim of this study was to investigate if outcomes of the orthogeriatric treatment model are consistent over the first 10 years after implementation. Methods: Between 1 April 2008 and 31 December 2016, patients aged ≥ 70 years who were surgically treated at ZGT for a hip fracture were included and divided into three periods equally distributed in time. Patient characteristics, in-hospital logistics, complications, and mortality data were compared between the three periods. Results: A total of 1555 patients were included. There was a shift in the surgical treatment for the fractured neck of femur from dynamic hip screw/cannulated screws to hemiarthroplasty (p < 0.001). Surgery within 24 h after arrival to the hospital decreased (p < 0.001), while surgery within 48 h stayed the same (p = 0.085). Length of hospital stay significantly decreased over time (p < 0.001). Complication rates were consistent except for the number of postoperative anemia, delirium, and urinary tract infections. Mortality rates did not change over the years. Conclusions: The orthogeriatric treatment model leads in general to consistent outcomes concerning mortality and most of the complications, except for postoperative anemia, delirium, and urinary tract infections. Inconsistent complication rates were influenced by altered diagnosis and treatment protocols. Length of hospital stay reduced, while time to surgery was more often delayed to 24–48 h. Monitoring clinical outcomes of the orthogeriatric treatment model over time is recommended in order to optimize and maintain the quality of care for this frail patient population
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