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Browsing ESS - CSH - Livro, parte de livro ou capítulo de livro by Author "Dores, Artemisa Rocha"
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- Computer-based neuropsychological rehabilitationPublication . Dores, Artemisa Rocha; Barbosa, Fernando; Guerreiro, Sandra; Almeida, Isabel; Carvalho, Irene PalmaresNeurocognitive rehabilitation of people with acquired brain injury (ABI) is a part of neuropsychological rehabilitation that has gained increased interest in response to the growing incidence of this type of injury and to the possibility of post-injury survival, often associated with physical and cognitive deficits, as well as emotional and behavioral changes. These problems call for the need of innovative interventions that can overcome the limitations of traditional approaches to ABI.
- Fun and games: how to actually create a gamified approach to health education and promotionPublication . Martins, Helena; Dores, Artemisa RochaGamification is a relatively new approach that allows the use of videogame design techniques in contexts that are originally not game related, including for the promotion and education of health outcomes. Gamification has been used in many contexts, but healthcare practices, wich include often boring, frustrating, or painful tasks, can especially benefit from the fun enjoyable games people play for entertainment purposes. Games can be helpful both promoting na increase in health knowledge and behaviors, as well as the positive emoticons elicited by health-related contentes and behaviors. This chapter begins by discussing the concept of gamification, the gamification toolbox, and gamer taxonomies and the diferente uses of gamification and game-based approaches in the healthcare contexto are explored, to figure out what the key sucess elements are and why this promising approach has yet to achieve its wide-spread potential use. (258-278)
- Neuropsychological assessment from traditional to ICT-based instrumentsPublication . Almeida, Isabel; Dores, Artemisa Rocha; Pinto, Paula; Guerreiro, Sandra; Barbosa, FernandoClinical Neuropsychology can be defined as the field of knowledge dedicated to the study of brain (dys)function in its relations to cognition, emotion and behavior. The development of this applied field is associated with the recognition, from several areas of knowledge, that people’s behaviors and reactions are dependent on brain structures (Stringer, Cooley, & Christensen, 2002). This idea had been present in medical practice for several epochs, but it has gradually diminished its presence under the influence of other beliefs. World War II prompted the growth of neuropsychology as a scientific discipline, and revival of interest in brain-behavior understanding (Camargo, Bolognani, & Zuccolo, 2008). The necessity to evaluate, diagnose and rehabilitate cognitive, emotional and behavioral disorders presented by brain injured soldiers constituted a crucial moment for clinical neuropsychological practices. It created large-scale demands for neuropsychological evaluations and rehabilitation programs, promoting the development of observational and experimental studies about brain (dys)functions, and refined examination and intervention methods. In the last decades, with the development of advanced neuroimaging techniques, the knowledge of biological and biochemical basis of brain structures has progressed the understanding of mechanisms underpinning our behaviors and thoughts. These techniques have been widely diffused and used for the detection and localization of brain damage areas (Buckner, Wheeler, & Sheridan, 2001). As a consequence neuropsychological assessment had to change it’s primarily goal and focus of interest away from an emphasis on helping to identify hypothesized lesion locations. It must now assist clinicians in understanding the extension and impact of cognitive, behavioral and socio-emotional consequences of brain injury on people’s life in an integrated basis with current advances (Camargo et al., 2008).
- Neuropsychology rehabilitationPublication . Guerreiro, Sandra; Dores, Artemisa Rocha; Castro-Caldas, Alexandre; Barbosa, FernandoAcquired Brain Injury (ABI) is currently recognized by the World Health Organization as being an issue of public health, usually resulting in disorders which impact the different areas of human functioning – biological, psychological and social. Developments in medicine and in acute and sub-acute healthcare now permit a good level of physical-functional recovery. It is the psychological effects however (cognitive, emotional and behavioral) - most persistent in the long term - which are the main cause of the difficulties that ABI patients have in reintegration into their various life contexts. For this reason, ABI has been referred to as a ‘silent epidemic’.
- Significance of virtual reality-based rehabilitation in acquired brain injuryPublication . Dores, Artemisa Rocha; Mendes, Liliana; Carvalho, Irene P.; Guerreiro, Sandra; Almeida, Isabel; Barbosa, FernandoRecent research has shown the potential of Virtual Reality (VR) in the field of rehabilitation, namely neurocognitive rehabilitation. This technology will certainly revolutionize the rehabilitation of the future. Its advantages include greater ecological validity than conventional rehabilitation methods, provision of safe contexts for learning/training, the possibility of programs to be contingent on patient performance, with increasing levels of task difficulty and provision of immediate feedback, and the use of a “game factor” that promotes motivation for participation. These are important aspects in the rehabilitation of patients with acquired brain injury. Patients with this and other types of neurological injuries endure cognitive deficits that cause difficulties in independent functioning and daily-life activities. Their rehabilitation calls for systematic intervention programs that are theoretically grounded and use innovative approaches to their advantage. In this paper we present a review about the advantages of VR in the generalization of acquired skills to real-life contexts, to promote patients' functionality and quality of life, and propose an innovative program of neurocognitive rehabilitation. Research in the field shows positive effects of VR programs, but urges progress in terms of the development of techniques (e.g., facial synthesis and of more research on the impact of these interventions. Future studies should also explore the existence of neuro-anatomical correlates of behavioral changes, contributing to the investigation of the relationship between neural plasticity and behavior and providing evidence for clinical practice.
- The road to digitally-driven Mental Health Services: Remote psychological interventionsPublication . Dores, Artemisa Rocha; Geraldo, Andreia; Martins, HelenaIntervention in mental health urges new solutions that merge solid theoretical foundations and new pos sibilities provided by technological development. This chapter is structured around results from a data mining technique using VOSViewer, which organized the field into five clusters of published literature: (1) most affected populations, (2) mental illness/disorders and their impact, (3) the expansion of remote interventions, (4) ICT potential to overcome limitations and (5) a positive approach to ICTs in mental health care. Solutions and recommendations are presented to overcome the issues identified, including how future interventions should consider old and new issues as the ones raised by the COVID-19 pan demic. Computer-based or web-based interventions are hereby presented as part of the revolution towards digital mental health or e-mental health. This approach has the potential to deconfine interventions, releasing them from the traditional settings and reaching new populations. It also reinforces the path already started, from the secondary to the primary and primordial prevention, towards the modification of the psychopathological trajectories.
- The role of gamification in neurocognitive rehabilitationPublication . Dores, Artemisa Rocha; Geraldo, Andreia; Martins, HelenaNeurocognitive rehabilitation continues to face difficult challenges related to patient and institutional characteristics. This reality requires innovate solutions to increase patient motivation and involvement in the process, turning rehabilitation more meaningful and pleasurable, as well as to help therapists overcome difficulties such as the absence of material and human resources. Innovate rehabilitation techniques have the potential to create motivating, personalized, and ecologically valide tasks. In this chapter, the authors describe the reality of neurocognitive rehabilitation in acquired brain injury and present the advantages nd potential of digital information and communication technologies, especially serious games and gamification. Distinctive elements of these solutions and a reflection on the evolution of this area are presented. In order to establish evidence-based practices, it will be necessary demonstrate unequivocally the development of competences by the patients, supported by theses new solutions, and its generalization to real-life activities in future research. (80-99)
