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- Fitness applications for healthy older adults using large projection displays: methodology, design, assessment, and field validationPublication . Gonçalves, Afonso Rodrigues; Bermúdez i Badia, SergiDue to low birth rates and rising life expectancy, the population of developed countries is aging. Concurrently, physical inactivity is an identified major health risk and significantly more prevalent in older adults, who experience the consequences related to inactivity more frequently. Exergames for the elderly are an affordable option to prevent sedentarism and complement traditional exercise training, which can otherwise suffer from low adherence and personalization. They facilitate moderate-intensity physical activity levels and positively impact fitness, health, balance, postural control, mobility, and motivation. However, due to the lack of knowledge of seniors’ game preferences and technology literacy, there are challenges in designing exergames that match the users’ needs and motivators with game elements. While there is an extensive body of research in this field, there are critical gaps: most of the research is done in laboratory environments, is focused on balance and ignore other motor performance domains, use commercial games which are not designed for older adults, and fail to explore the longitudinal effects of exergames. In this thesis, there are three sequential contributions: 1) Develop a technology to facilitate exergaming in the elderly population by integrating easy-to-use full body interaction with large projection displays. Resulting in software for low-cost virtual reality surround screen projection systems, validated through user studies and compared with the conventional alternatives. 2) Leverage the technology and design customized exergames to promote fitness in older adults by: a) Evaluate the capability to automate fitness assessment using gesture detectors by testing their performance in the field with 22 elderly end-users and compare it to traditional methods administered by an expert. Resulting in a high accuracy system, consistent with the traditional fitness assessment method. b) Study older adults’ interaction preferences with floor projection displays by developing and testing two natural user interfaces with 19 elderly participants. The participants’ preference for a feet controlled interface was identified when usability, perceived workload, and performance indicators were assessed. c) Apply human-centered design methodologies in the gamification of fitness training routines by focusing on insights from inquiries to improve game elements and game iterations based on playtesting sessions to produce exergames. Resulting in a set of four exergames created to train the critical functional fitness areas of older adults. 3) Measure the benefits in older adults’ motor performance, quality of life, and physical activity levels during a longitudinal multidimensional training combining custom-made exergames and traditional exercise in a complementary fashion. Achieved through a 12-week long randomized controlled trial of bi-weekly exercise sessions with 31 elderly participants. Outcome measures on fitness, balance, and health-related quality of life were measured at the start, during, and after the intervention, and physical activity levels were measured at each session. This resulted in exergame players having a significant increase in strength compared to control, and both conditions improving balance and the mental component of health-related quality of life, with improvements in the latter being greater for exergame players. Additionally, during exergames’ sessions, participants spent less energy but maintained the recommended physical activity levels for more extended periods. Our results show that integrating personalized exergames designed for multidimensional fitness training in traditional settings can effectively enhance older adults’ motor performance and mental well-being. This technology is a viable low-cost option to be deployed in the context of elderly fitness programs.
- Relatório de estágio de mestradoPublication . Mendes, Marta Cristina Freitas; Brazão, José Paulo GomesEste relatório, para além de provir com o propósito de obtenção do grau de mestre em Educação Pré-Escolar e Ensino do 1.º Ciclo do Ensino Básico, tem como objetivo espelhar, sinteticamente, o conjunto de atividades desenvolvidas e a metodologia de investigação-ação empregue no âmbito das Práticas Pedagógicas I, II e III. Objetivando uma prática fundamentada e instrutiva, priorizei na construção das duas primeiras partes deste relatório, um espaço de enquadramento de pressupostos teóricos e metodológicos que estiveram assentes na minha ação educativa. A terceira parte destina-se à intervenção pedagógica, onde encontram-se explanadas, de um modo crítico e reflexivo, o ambiente educativo, o grupo/turma e as fases da investigação-ação, como por exemplo a especificação da problemática desenvolvida nos diferentes estágios. Assim sendo, relativamente à vertente da Educação Pré-Escolar, surgiu a formulação da seguinte questão: “Como promover a concentração das crianças da Pré B?”, na qual foram realizadas diversas estratégias e atividades a fim de cativar a criança para a aprendizagem. Na Prática Pedagógica II, o estágio norteou em torno da questão de investigação: “Como desenvolver a capacidade de escrita criativa na turma do 3.ºano?”. Neste caso, foi disponibilizado aos alunos estratégias de organização e construção de texto, como também de estimulação pelo gosto e interesse na escrita. Por último, no que concerne à Prática Pedagógica III, delineei a questão: “De que forma é que os alunos do 1.º A poderão adquirir conhecimentos matemáticos através de jogos e materiais?”. Deste modo, optei por utilizar a manipulação de materiais didáticos com vista ao desenvolvimento do pensamento matemático. Reforço que, em diversos momentos, recorri à interdisciplinaridade para proporcionar uma aprendizagem significativa e com qualidade, contribuindo para uma educação holística nos discentes.