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Browsing ESS - CIR - Livro, parte de livro ou capítulo de livro by Author "Coelho, Tiago"
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- Digital technologies in dementia carePublication . Coelho, TiagoDementia is characterized by significant cognitive deterioration, behavioral and psychological symptoms, and expanding disability. The well-being of people with dementia is influenced by the support provided by caregivers and health professionals. Especially in the past two decades, advancements in digital technology have helped reshape the way care and treatment are delivered. The main goal of the chapter is to describe technological solutions aimed at supporting the independence and safe participation of people with dementia in meaningful activities, as well as promoting their involvement in engaging experiences that seek to delay cognitive decline and diminish behavioral and psychological symptoms. These technologies include distributed systems, robotics, wearable devices, application software, and virtual reality.
- Playing to improve memory: how serious games and gamification have contributed to the neurocognitive rehabilitation of the elderlyPublication . Tertuliano, Maria Luiza; Lopes, Inês Ferreira; Coelho, Tiago; Fernandes, ÂngelaThe phenomenon of global population aging incites a change in the thinking and practice of health professionals, who are increasingly looking for effective techniques aimed at this age group. Among the various biological, social, and psychological changes that occur in the aging process, changes in cognitive processes are one of the most prevalent manifestations. Thus, motivating and effective proposals should be implemented to train and rehabilitate these functions. Among these proposals, health-centered gamification has become a major trend and is increasingly studied. The authors propose in this chapter to discuss gamification in the rehabilitation of cognitive functions, especially memory in the elderly population, presenting the advantages and potentialities of serious games and gamification against the current scenario of cognitive stimulation, which requires innovative solutions to increase motivation and involvement of the elderly in the process.
- Unlocking memories: digital technologies as a resource to explore the therapeutic potential of music for individuals with dementiaPublication . Lopes, Inês Ferreira; Tertuliano, Maria Luiza; Coelho, TiagoDementia cases are rising along with the elderly population. Thus, alternative methods to pharmacological treatment are increasingly sought to improve the quality of life of these people. Among these interventions, the effects of music-based therapies (MBT) on the symptoms of dementia and the use of digital technologies to mediate and enhance non-pharmacological therapies are being increasingly studied. The use of MBT contributes to the reduction of neuropsychiatric symptoms of dementia and is associated with the stimulation of specific cognitive functions. Meanwhile, digital technologies aim to support people living with dementia throughout their illness and are cited as a facilitator of non-pharmacological approaches to treat the non-cognitive aspects of dementia and stimulate cognitive functions. The authors discuss the aging process, and the use of digital technologies to enhance the use of music as a therapeutic resource in the non-pharmacological treatment of dementia syndromes, presenting the advantages and possibilities of bringing these two resources together.
- Virtual reality interventions to improve function after strokePublication . Pereira, Miguel; Oliveira, Patrícia; Gomes, Manuela; Fernandes, Ângela; Portugal, Paula; Coelho, TiagoStroke is the most common neurological disease and one of the most common fatal diseases in the world. Stroke patients suffer from several physical, cognitive, and sensory complications that impact their functionality and independence in daily activities and, consequently, can reduce their quality of life. Given this impact, it is important to assess the various ways to ensure effective and satisfactory rehabilitation for the stroke person. Virtual reality has been proven in recent times as a promising tool in stroke motor rehabilitation, being effective with its immersive elements and, at the same time, motivating patients. With all this in mind, this chapter aimed to analyze the current scientific evidence of Virtual Reality intervention for functional rehabilitation of stroke patients.
- Virtual reality therapy: the power of role-playing social skillsPublication . Soutelo, Ana Paula; Sousa, Ana Rita; Monteiro, Maria Luís; Fernandes, Ângela; Coelho, Tiago; Portugal, PaulaRole-play (RP) is a technique for teaching communication and training interpersonal skills, known for its effective way of transmitting learning, in which simulation is one of its main distinguishing features. Social skills, moreover, are behaviors that involve the interpersonal relationship carried out in each social context. Although social skills training is consensually considered one of the most beneficial approaches to improving social functioning in individuals with mental illness, long-term motivation deficits diminish its effectiveness. Virtual reality technology effectively solves the motivation problem, providing a realistic and immersive experience that allows for role-playing of social skills. They provide presence and allow individuals to practice and enhance their social skills. The benefits of both RP and VR technology are clear, and the combination of the two has even greater potential. However, there is still a limited amount of research on the impact of VR in the practice of RP, so further investigation is crucial.