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- 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.
- Usage of auxiliary technological systems and artificial intelligence in home-based rehabilitation settings: A reviewPublication . Ferreira, Ricardo; Santos, Rubim; Sousa, AndreiaUnderstanding the main factors that can compromise or improve the efficacy of home-based rehabilitation on the perspective of technology requires the review of the features of the equipment used in this area, both in terms of hardware and software. The purpose of this paper is to summarize the most recent technologies implemented into home-based rehabilitation scenario, namely wearable devices, robotic end-effectors, exoskeletons, and the role of artificial intelligence amongst these fields. Evidence is presented to better understand the present state of art of home-based rehabilitation systems, facilitating the exploration of hypothetical healthcare uses for these systems or their possible future upgrades.
- Semi-quantitative methods for assessing the risk of occupational accidents: A literature reviewPublication . Noronha, Ana R.; Costa, Sónia L.; Ferreira, Adriana S.; Faria, Brígida Mónica; Vieira da Silva, Manuela; Rodrigues, MatildeThis study reviewed the existing literature on the application of semi-quantitative methods to assess the risk of occupational accidents. The main goal was to identify and describe the methods used in practical applications. PRISMA methodology was applied in this systematic literature review. Scientific articles were searched in Science Direct, PubMed and B-on (from 2010 until March 2022). After defining and applying the inclusion and exclusion criteria, 3 articles were analyzed. It should be noted the limited availability of articles that describe the application of semi-quantitative methods to assess the risk of occupational accidents. Given its advantages in decision-making about risk acceptance and the need of control measures, we highlight the importance of future developments of these methods and the need to expand their practical applicability.
- 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.
- 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.
- Use of socially assistive robots in mental health: barriers and facilitatorsPublication . Ferreira, Ana Raquel da Rocha; Silva, Maria Goreti Moreira Magalhães De Sousa; Correia, Maria de Oliveira; Simões De Almeida, Raquel; Simões-Silva, Vítor; Trigueiro, Maria JoãoAccess to mental healthcare is faced with many challenges and to address the needs of patients, socially assistive robots (SAR) have been used as an innovative therapeutic tool. The literature highlights a variety of relevant functions and benefits that these robots can serve, be it companion, coach, or play partner. This chapter aims to contribute to the current knowledge about SAR in mental health as a tool that could complement the support provided by professionals, identifying its barriers and facilitators. Despite the presence of certain barriers to their implementation (e.g., technical problems, professionals' resistance), social robot interventions generally show positive effects on patients with mental health conditions.
- 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.
- Telemonitoring in heart failure patient managementPublication . Silva, Patrícia; Gomes, Paulo Veloso; Condeço, Jorge; Curado, Henrique; Veloso, RitaHeart failure is a highly prevalent clinical syndrome, associated with high costs to the national health system and with a negative impact on patients’ quality of life. In order to reduce mortality, the rate of hospitalisations and improve quality of life, the empowerment of the patient for self-care from self-monitoring of signs and symptoms, taking medication, education about the disease, is a pillar of the treatment so that they can recognise signs of exacerbation of the disease in time and resort to health services early. Mobile health apps (mHealthh) have shown promise as a tool to engage and promote patient self-care, decreasing mortality and hospitalisations. However, to improve outcomes, more robust studies are needed on the development of the applications with regard to their contents, functions and usability, so as to overcome the obstacles to their use and ensure greater evidence of the benefits of their use.
- 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.
- 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.
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