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Abstract(s)
A inovação da tecnologia contribui para uma abordagem personalizada e integrada na
área da educação, jornalismo, comunicação institucional e empresarial, línguas, gestão,
‘marketing’, e sobretudo, na saúde. Face ao número crescente de novos pacientes e à falta de
especialistas (como se verifica com a atual pandemia), a emergência de tecnologias inovadoras
aproxima as áreas da saúde e das tecnologias.
Neste projeto pretendeu-se adotar essa temática, utilizando ambientes digitais no
contexto da RC, para o tratamento de indivíduos da terceira idade com défice nas funções
cognitivas. Nomeadamente, por Jogos Sérios (JS), explorando o hábito como método de
estimulação mediante ações e estímulos tecnológicos.
Tipicamente, o paciente de doenças neurológicas sofre de Deficits Cognitivos (DC), ao
nível das funções executivas, viso-espaciais, da atenção e/ou da memória. A inserção do
paciente num ambiente que promove e simula a estimulação cognitiva autónoma e auxiliada,
visa a reduzir custos e proporcionar um ambiente personalizado para o treino de atividades de
reabilitação que normalmente exigiria a presença de um terapeuta ou o recurso limitado de
exercícios disponibilizados. Neste contexto pretendeu-se explorar diversas vertentes para o
sucesso do tema/área de exploração, adotando uma interação controlada por hábitos atómicos,
que não só limitam o tempo de jogo, como motivam e capacitam os utilizadores (pacientes) a
realizar tarefas no seu quotidiano.
Em considerações gerais, este projeto cumpriu todos os objetivos propostos.
Terminando-o, com um enquadramento do impacto e acompanhamento do avanço tecnológico
na área da saúde, no âmbito da RC, tal como a definição das potencialidades e limitações dos
JS ao nível da funcionalidade e usabilidade na população em foco. Aludindo à comparação do
impacto e envolvimento no processo de reabilitação recorrendo a JS, comparativamente com
as abordagens tradicionais, resultante da recolha e análise da revisão da bibliografia, que
originou num artigo validado cientificamente pela HCist - International Conference on Health
and Social Care Information Systems and Technologies.
Como resultados, este projeto contribuiu com resultados quantitativos e qualitativos
capazes de aferir a veracidade e eficácia do desenvolvimento de hábitos e competências
cognitivas através do uso dos JS desenvolvidos e selecionados em consideração e avaliação
personalizada de cada paciente. Retornando através da aplicação dos testes capacitivos, que os
hábitos podem ser transpostos em contextos do quotidiano, através da prática do toque, da
cognição e exploração do equipamento.
Innovative technology contributes to a personalised and integrated approach in education, journalism, corporate and business communication, languages, management, marketing and above all, health. Given the increasing number of new patients and the lack of specialists (as seen with the current pandemic), the emergence of innovative technologies brings together the areas of health and technology. In this project, we intended to adopt this theme, using digital environments in the context of CR to treat elderly individuals with deficits in cognitive functions. Namely, by Serious Games (JS), exploring the habit as a method of stimulation through actions and technological stimuli. Typically, patients with neurological diseases suffer from Cognitive Deficits (CD) at the level of executive functions, visuospatial, attention and memory. The insertion of the patient in an environment that promotes and simulates autonomous and aided stimulation aims to reduce costs and provide a personalised environment for the training of rehabilitation activities that require the presence of a therapist or the limited use of exercises provided. In this context, were intended to explore several aspects for the success of the theme/area of exploration, adopting an interaction controlled by atomic habits, which not only limit the game time but also motivate and empower users (patients) to perform tasks in their daily lives.In general considerations, this project fulfilled all the proposed objectives. Finishing it framing, the impact and monitoring of technological advancement in health in the context of CR, such as the potential and limitations of SG at the level of functionality and usability in the population in focus. Alluding to the comparison of the impact and involvement in the rehabilitation process, using JS, compared to traditional approaches resulting from the collection and analysis of the literature review, which originated in an article scientifically validated by HCist - International Conference on Health and Social Care Information Systems and Technologies. As a result, this project contributed quantitative and qualitative results capable of assessing the veracity and effectiveness of the development of habits and cognitive skills throughout the use of the JS developed and selected in consideration and personalised evaluation of each patient. Returning, through the application of capacitive tests habits, could be transposed into everyday contexts through the practice of touch, cognition and exploration of the equipment.
Innovative technology contributes to a personalised and integrated approach in education, journalism, corporate and business communication, languages, management, marketing and above all, health. Given the increasing number of new patients and the lack of specialists (as seen with the current pandemic), the emergence of innovative technologies brings together the areas of health and technology. In this project, we intended to adopt this theme, using digital environments in the context of CR to treat elderly individuals with deficits in cognitive functions. Namely, by Serious Games (JS), exploring the habit as a method of stimulation through actions and technological stimuli. Typically, patients with neurological diseases suffer from Cognitive Deficits (CD) at the level of executive functions, visuospatial, attention and memory. The insertion of the patient in an environment that promotes and simulates autonomous and aided stimulation aims to reduce costs and provide a personalised environment for the training of rehabilitation activities that require the presence of a therapist or the limited use of exercises provided. In this context, were intended to explore several aspects for the success of the theme/area of exploration, adopting an interaction controlled by atomic habits, which not only limit the game time but also motivate and empower users (patients) to perform tasks in their daily lives.In general considerations, this project fulfilled all the proposed objectives. Finishing it framing, the impact and monitoring of technological advancement in health in the context of CR, such as the potential and limitations of SG at the level of functionality and usability in the population in focus. Alluding to the comparison of the impact and involvement in the rehabilitation process, using JS, compared to traditional approaches resulting from the collection and analysis of the literature review, which originated in an article scientifically validated by HCist - International Conference on Health and Social Care Information Systems and Technologies. As a result, this project contributed quantitative and qualitative results capable of assessing the veracity and effectiveness of the development of habits and cognitive skills throughout the use of the JS developed and selected in consideration and personalised evaluation of each patient. Returning, through the application of capacitive tests habits, could be transposed into everyday contexts through the practice of touch, cognition and exploration of the equipment.
Description
Dissertação de mestrado
Keywords
Jogos sérios Interação Reabilitação Neuro-cognição Simulação Saúde Hábito Ambientes digitais Serious games Interaction Rehabilitation Simulation Health Habit Digital environments