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- Autonomous creative learning strategy directed to higher education students in health areaPublication . Gomes, Paulo Veloso; Magalhães, Renato; Donga, João; Sá, Vítor J.; Ferreira, SandraAs digital native learners, Z and Alpha generation students upcoming new challenges for Higher Education Institutions. Their early contact with technological devices does not in itself confer the necessary digital skills to correctly apply technology in academic or professional contexts. Digital skills are fundamental to the future health professionals, improving their academic performance and prepares them for their integration into the labor market. The integration of information and communication technologies in the curricula of higher education courses in the health area is a differentiating factor for academic and professional enhancement. The Autonomous Creative Learning Strategy directed to higher education students in the health area is based on project-oriented approaches, combined with interactive and immersive based-gaming learning activities that appeal to creativity, autonomy and encourage proactivity, self-learning, and the constant search for continuous improvement.
- 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.
- Enter the virtual forest: exploring the benefits of forest therapy in a digital worldPublication . Soutelo, Ana Paula; Simões De Almeida, Raquel; Sousa, Ana Rita; Simões-Silva, Vítor; Monteiro, Maria Luís; Portugal, PaulaOne of the many challenges of this urbanization is significantly reflected in the distribution of urban green spaces, which may still not meet the needs of all inhabitants and preclude the many benefits that urban green spaces bring to mental health. From this perspective, Shinrin-Yoku emerged a traditional Japanese practice known as Forest Therapy (FT) or Forest Bathing (FB), as a natural health treatment. Using virtual reality, in addition, makes it possible to reproduce scenarios or environments that, in certain contexts, it would be almost impossible to recreate in real life. Thus, VR can provide opportunities and allow many more people to benefit from the best therapies and positive outcomes. It’s important to note that the research on this union is still in its early stages, however, exploring this field represents, in many ways, a unique opportunity for healthcare, and would reach a wider population, providing the best possible therapy for everyone who could benefit from it.
- Exposure to immersive relaxing virtual environments for hospitalized patientsPublication . Pereira, Miguel; Oliveira, Patrícia; Gomes, Manuela; Sousa, SaraHospitalized patients are often characterized by various stress factors that can have an impact on their mental health and hospital experience. Improving the quality of life of these bedridden patients is an important task by relieving their anxiety, reducing their pain, and encouraging them in their fight against disease. Virtual reality has already been proved to be a novel and promising tool to improve the quality of life of hospitalized patients. Therefore, the purpose of this chapter is to focus on studies that gave evidence to the feasibility of virtual reality relaxation therapies for hospitalized patients, which virtual reality relaxation therapies are most used, and the benefits and limitations of this type of intervention.
- Health promotion conceptual evolution and program development: a literature ReviewPublication . Félix, José; Santos, Paula Clara; Baylina, PilarThe World Health Organization defends prevention and health promotion among communities as a driver of economic and social development, where the individual level of health literacy determines health choices such as adopting healthy lifestyles, managing individual healthcare and preventing chronic diseases. Currently, health promotion is guided by a set of values, being these principles essential for identifying needs and priorities, planning, implementing, evaluating and determining the health promotion programs, that can be defined as a set of programmed, integrated and interrelated strategies and actions that aim to promote health, prevent risks, reduce years of life lost due to disability and increase quality of life. There are several models for planning health promotion programs, such as the Precede-Proceed Model, the Multivariate Approach to community Health (MATCH) Model, the Mapped Intervention Model and the Social Marketing Model. A good planning of a health promotion program can effectively reduce the health costs.
- Intervention in OSH for SMEs Employers: Influence in Knowledge and Prevention ActivitiesPublication . Lopes, André M.; Costa, Rita A.; Dores, Artemisa Rocha; Rodrigues, MatildeSmall and Medium-sized Enterprises (SMEs) face several difficulties compared to large enterprises, such as the lack of human, economic and technological resources. This could lead to difficulties in identifying, assessing and controlling occupational risks and, as a consequence, in having a good Occupational Safety and Health (OSH) performance. Employers of SMEs are responsible for the most part of decision making, namely in OSH. OSH interventions are important to change the behaviors and attitudes to the target group and may encourage both employers and employees to be more active and conscious about OSH in their enterprises. This study aims to design and implement a training session that target employers of micro and small-sized enterprises and analyze its effect on employers’ OSH knowledge and on the preventions activities carried out. The training session was divided in two parts, the first was more theorical and the second more practical. A questionnaire was developed and applied to assess the intervention effect. One month after the intervention, most of participants increased their participation in OSH activities, but were reluctant to invest financial resources to implement measures that promote OSH. The effect of the intervention in employers’ knowledge was limited. This study contribute to the design future OSH interventions in SMEs, suggesting important topics to address and provide information about how to assess its effectiveness.
- Kinematic analysis of the upper limb in reaching – a study in preterm and term young adults.Publication . Pereira, Soraia; Almeida, Bruna; Santos, Rubim; Silva, CláudiaEven in the absence of apparent neurological injury, preterm children, defined by the World Health Organization as babies born before the 37th week of pregnancy, may present movement disorders that are related to atypical neuromotor and behavioral development, noting that these initial deficits have a ripple effect on neurodevelopment. However, despite the evidence that changes in postural control (CP) remain throughout the child’s life, no evidence was founded regarding the maintenance of these changes until adulthood, specifically between 18 and 25 years of age, and whether these have implications for the function of the upper limb. Thus, the aim of this study was to evaluate the kinematics of the upper limb and trunk and the behavior of the center of pressure (CoP) during the performance of the reach movement in standing, comparing the dominant upper limb (DL) with the non-dominant upper limb (NDL), in preterm and term young adults.
- Lumbar postural responses during gaming activity: a study with semi-professional and amateur gamersPublication . Gonçalves, Heber; Sereno, Paulo; Santos, Rubim; Rodrigues, MatildeBe a gamer is nowadays an important activity among young people. However, due to the number of hours that gamers spend seated in front of a computer, there is an increased risk of low-back pain (LBP). However, studies that address this problem for gamers are still scarce. The present study aimed to characterize gaming behaviours of amateur and semi-professional gamers and, through an experimental study, analyse the effect of those behaviours on lumbar postural responses. Firstly, questionnaires were developed and applied to the gamer community in Portugal to get information about gaming behaviours, habits and discomfort felt. Additionally, through an experimental study, lumbar flexion was assessed during a three-hour gaming session. A triaxial accelerometer system was used to this end. Results showed that gamers can play for seven days per week, training at least two to three hours per day. During a typical training session, it was observed that lumbar flexion angle varied trough time. Data showed data ROM% was 50.5% in the correct seating position, but during the session it ranged on average between 40.9 and 22.9%. These results suggest that gamers are at risk of LBP. Additional studies are needed in this field with the purpose to better understand the risk of musculoskeletal disorders that gamers are exposed.
- Open dialogue through telehealth: exploring family and professionals experiencesPublication . Ferreira, Ana Raquel da Rocha; Silva, Maria Goreti Moreira Magalhães De Sousa; Correia, Maria de Oliveira; Campos, FilipaTelehealth can be a convenient option, more adjustable to patients´ needs, and can improve access to services. However, its implementation often brings challenges. Open dialogue (OD) has the potential to address some of these barriers. Once implemented, OD is a person-centered, non-institutional, and non-medicalized approach that promotes patients’ rights and recovery. This chapter aims to introduce the OD approach and explore its potential in a remote setting. The focus will also be on the challenges of using telehealth for OD, providing recommendations on how it can be implemented and its requirements, and sharing patients´ and professionals’ experiences of network meetings on a more flexible and adapted version of this approach.
- Petrha+: A serious game to enhance physiotherapy students' clinical reasoningPublication . Macedo, Rui; Silva, Cláudia; Albouy, Bruno; F. San Juan, Alejandro; Pystynen, TiinaRole play and simulated patients are tools frequently used in undergraduate physiotherapy courses to help students gain familiarity with what they will find in future real-life encounters. However, these approaches have limitations when it comes to delivering diversity and repetition to a large number of students and are mostly bounded to the school’s premises. Web-based virtual patient software can help to overcome these shortcomings as they equally require students to go through most of the steps of the physiotherapy process, and simultaneously offer unlimited diversity of cases and repetition opportunities and can be delocalized from physical schools. PETRHA + is an Erasmus+ strategic partnership of European high education institutions aiming at the improvement of a web-based serious game prototype designed to enhance physiotherapy students’ clinical reasoning using virtual patients. The objective of this chapter is the presentation of the background context that led to the development of the serious game, its design features, functions, and ongoing and future developments.
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