Browsing by Author "Restivo, Maria Teresa"
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- Acquisition of higher-order experimental skills through remote and virtual laboratoriesPublication . Restivo, Maria Teresa; Alves, Gustavo R.Remote laboratories are physical spaces with real apparatus and real instruments connected to the Internet. They allow both students and teachers to remotely conduct real experiments through a simple web browser.
- Handgrip strength time profile and frailty: an exploratory studyPublication . Urbano, Diana; Restivo, Maria Teresa; Barbosa, Manuel Romano; Fernandes, Ângela; Abreu, Paulo; Chousal, Maria de Fátima; Coelho, TiagoThis study aims to explore the use of force vs. time data obtained from an isometric handgrip test to match a frailty state based on the TFI score. BodyGrip, a novel prototype system, is used for handgrip strength over 10 s time interval tests. A cross-sectional study with a non-probabilistic sample of community-dwelling elderly women was conducted. The force/time data collected from the dominant handgrip strength test, together with the Tilburg Frailty Indicator (TFI) test results, were used to train artificial neural networks. Different models were tested, and the frailty matching of TFI scores reached a minimum accuracy of 75%. Despite the small sample size, the BodyGrip system appears to be a promising tool for exploring new frailty-related features. The adopted strategy foresees ultimately configuring the system to be used as an expedite mode for identifying individuals at risk, allowing an easy, quick, and frequent person-centered care approach. Additionally, it is suitable for following up of the elderly in particular, and it may assume a relevant role in the mitigation of the increase in frailty evolution during and after the imposed isolation of the COVID-19 pandemic. Further use of the system will improve the robustness of the artificial neural network algorithm.
- Immersive Environment for Occupational Therapy: Pilot StudyPublication . Rodrigues, José; Coelho, Tiago; Menezes, Paulo; Restivo, Maria TeresaThere has been increasing interest in the application of virtual reality (VR) to occupational therapy and rehabilitation fields. This work presents a VR-based city adventure framework designed for occupational therapy. Its concept is based on taking the user to travel around a virtual city, where the motion is powered by the execution of some type of physical exercise, namely cycling in the current example. This framework is extensible and may integrate different goals focused on improving/maintaining motor and cognitive skills necessary for daily activities, mainly through upper and lower limb exercises and mental challenges. This led to the development of an immersive system, which was tested with an elderly sample (15 participants) in a day center and at a retirement home. Usability, satisfaction, performance and side effects were evaluated to understand future applicability and work directions.
- Impacto do biofeedback na reabilitação motora de pessoas com sequela de lesão neurológica adquiridaPublication . Abreu, Paulo; Restivo, Maria Teresa; Sousa, HelenaNeste trabalho é apresentado o dispositivo instrumentado SHaRe e diversas aplicações informáticas desenvolvidas, na forma de jogos com as quais interatua, que permitem a sua utilização em atividades de reabilitação, nomeadamente, num programa de Terapia Ocupacional. O dispositivo Share, na sua forma de copo, está instrumentado com sensor de força e com sensor inercial. Esta instrumentação do dispositivo associada às aplicações desenvolvidas, permitem dar ao utilizador um feedback da força preensora usada na manipulação do objeto, bem como usar técnicas de visualização aumentada. Estas funcionalidades, juntamente com o uso de aplicações do tipo de jogos, permitem aos utilizadores uma maior motivação com impacto no sucesso das atividades de reabilitação. A utilização do dispositivo SHaRe foi testada em diversos contextos de reabilitação tendo a sua utilidade e versatilidade sido reconhecidas por utilizadores e técnicos.
- Instrumented balance boardPublication . Abreu, Paulo; Chousal, Fátima; Sousa, Helena; Restivo, Maria TeresaA balance board can be a useful tool for increasing stability and balance, which is advantageous for a variety of users, including athletes, elderly people, people recovering from injuries or neurodegenerative diseases, and stroke patients. The majority of these balance boards typically comprise a simple board or platform on a pivot point, without providing any feedback data to the user. The instrumentation of these boards can enlarge the applicability of these boards by providing a way to record user performance and visualize the execution of the exercises with the board. This work will offer a demo to present the prototype of a balance board that was instrumented with an inertial measurement unit (IMU) and microcontroller to provide orientation data. The developed application software allows storing historic data and provides visual and acoustic feedback. This portable prototype is built on top of a commercially available balance board and the user interface runs on a web- based application.
- Positive effects of visual, auditory biofeedback and exergames on physical rehabilitation: A review of SHaRe clinical trialsPublication . Restivo, Maria Teresa; Abreu, Paulo; Sousa, Helena; Rodrigues, JoséThis work discusses the use of an interactive platform for physical rehabilitation, called SHaRe, that was tested in various health conditions, including stroke, multiple sclerosis, limb amputation, and acquired neurological injury. The platform uses visual and sound biofeedback and exergames to engage participants and encourage adherence to rehabilitation programs. Results from studies using the developed platform SHaRe positively impacts hand strength, prosthesis control, and object handling. Participants in all studies reported high levels of satisfaction finding it to be fun and motivating. The telerehabilitation approach was successfully used in two of the studies. Overall, the findings suggest that SHaRe is a promising platform for physical rehabilitation in a variety of physical conditions.
- Proceedings of the IEEE Global Engineering Education Conference (EDUCON 2020Publication . Cardoso, Alberto; Alves, Gustavo R.; Restivo, Maria TeresaFocused on "Engineering Education for the future in a multicultural and smart world", the EDUCON2020 Online edition was based on a comprehensible program that included: • a pre-conference day with 9 workshops, which attracted approx. 300 remote participants; • 3 plenary sessions, including: • a unique opening interview with interveners physically located in two different time zones, with a span of 16 hours, in particular Keith Willey (interviewed), from Sydney, Australia, and Susan Zvacek (interviewer), from Denver, US. Henrique Santos, Vice President for Conferences and Workshops of the IEEE Education Society, located in Portugal, served as moderator. • a keynote by Annette Kolmos, about “Complex Problem Solving and PBL in Engineering Education”, moderated by José Carlos Quadrado. • and, a closing debate with Maria Graça Carvalho (a member of the European Parliament), Sebastião Feyo de Azevedo (Rector of Universidade Portucalense Infante D. Henrique), and João Gabriel Silva (Rector of the University of Coimbra from 2011 to 2019), who discussed about “The University and the Digital Transformation of Society”, in a debate moderated by Russ Meier, president of the IEEE Education Society. • and 44 technical sessions; 4 round tables, and 7 special sessions The technical program included 314 papers that underwent a double-blind review process with at least 3 independent reviewers. Considering a total number of 654 submissions, this results into a 50% acceptance rate. Finally, the EDUCON2020 online conference edition gathered more than 300 participants from 51 countries on 5 continents.
- Recent developments on apps targeting reading difficultiesPublication . Sucena, Ana; Marques, Cátia; Falcão-Carneiro, João; Abreu, Paulo; Restivo, Maria TeresaSeveral studies have proved the efficacy of computer-assisted interventions in Education, but few studies have so far evaluated its impact on reading acquisition. In this study, we aim to provide a recent overview regarding effective serious games to promote reading acquisition. GraphoGame was the pioneer tool with positive effects in reading acquisition in different orthographies. This game is organized according to a hierarchy of levels and items with increasing difficulty. Children’s progress along the game depend upon their learning. This game has several advantages such as the ludic component of teaching and the immediate feedback. The I Read game is a more recent app developed to promote reading acquisition. The I Read includes timed games to be played with positive reinforcement strategies. This app includes precise feedback – 1 to 3 stars – depending on the child’s performance. The Piggy Bank app is an application focused on spelling acquisition. This App adds a new dimension of interactivity regarding the previous. It was developed with a response selection associated with an accelerometer that allows the child to choose the accurate items by moving the screen. This study intends to contribute to support educators so they may access reliable tools to promote reading and spelling acquisition, as well as to inspire colleagues in developing new technology-based tools to promote reading acquisition.
- Serious Game for reading and spelling skillsPublication . Sucena, Ana; Silva, Ana Filipa; Garrido, Cristina; Abreu, Paulo; Carneiro, João Falcão; Restivo, Maria TeresaThis work describes an interactive child-friendly application focused on spelling, intended to promote sensibility to Portuguese orthography. A description of the game and its particularities are given, as well as preliminary results obtained in school environment.
