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- Virtual reality gaming in rehabilitation after musculoskeletal injur: user experience pilot studyPublication . Gouveia, Élvio Rúbio; Campos, Pedro; França, Cristiano S.; Rodrigues, Louis M.; Martins, Francisco; França, Cíntia; Gonçalves, Frederica; Teixeira, Fernando; Ihle, Andreas; Gouveia, Bruna R.The purposes of this study were twofold: (1) to describe a new technological solution for the rehabilitation of musculoskeletal injuries based on virtual reality (VR) gaming, and (2) to analyze the variation in rated perceived exertion (RPE) and heart rate (HR) of the participants when undergoing a rehabilitation session based on different VR games. Thirty-seven participants aged 23.7 ± 7.0 years tested during five customized VR games to provide a complete rehabilitation session after a musculoskeletal injury. The results of the Friedman test indicated a statistically significant difference in RPE scale and HR across the five VR games throughout a complete rehabilitation session (χ2 (4, n = 35) = 75.59; p < 0.001 and χ2 (4, n = 35) = 27.75, p < 0.001, respectively). RPE and HR increased significantly from Game 1 to Game 2 (z = –5.16, p < 0.001), from Game 1 to Game 3 (z = – 5.05, p < 0.001), from Game 1 to Game 4 (z = –4.87, p < 0.001), and from Game 1 to Game 5 (z = –3.61, p < 0.001). Moreover, the results showed a high perceived usability of the system, greater intrinsic motivation to perform the rehabilitation exercises, a high level of immersion, and a good experience in the VR gaming environment. Our study stimulates extended intervention programs following up on this immersive virtual reality rehabilitation system to support soccer players recovering from musculoskeletal injuries.
- Augmented Human Assistance (AHA)Publication . Bermúdez i Badia, Sergi; Odekerken-Schröder, Gaby; Mahr, Dominik; Čaić, Martina; Lee, Min Hun; Siewiorek, Dan; Smailagic, Assim; Gamboa, Hugo; Belo, David; Carnide, Maria Filomena Araújo da Costa Cruz; Baptista, Maria de Fátima Marcelina; Simão, Hugo; Avelino, João; Sousa, Honorato; Paulino, Teresa; Gonçalves, Afonso; Cardona, John Muñoz; Cameirão, Mónica S.; Bernardino, Alexandre; Gouveia, Élvio RúbioAging and sedentarism are two main challenges for social and health systems in modern societies. To face these challenges a new generation of ICT based solutions is being developed to promote active aging, prevent sedentarism and find new tools to support the large populations of patients that suffer chronic conditions as result of aging. Such solutions have the potential to transform healthcare by optimizing resource allocation, reducing costs, improving diagno ses and enabling novel therapies, thus increasing quality of life. The primary goal of the “AHA: Augmented Human Assistance” project is to de velop novel assistive technologies to promote exercise among the elderly and patients of motor disabilities. For exercise programs to be effective, it is essential that users and patients comply with the prescribed schedule and perform the ex ercises following established protocols. Until now this has been achieved by hu man monitoring in rehabilitation and therapy session, where the clinicians or therapists permanently accompany users or patient. In many cases, exercises are prescribed for home performance, in which case it is not possible to validate their execution. In this context, the AHA project is an integrative and cross-discipli nary approach of 4 Portuguese universities, the CMU, and 2 Portuguese industry partners, that combines innovation and fundamental research in the areas of hu man-computer interaction, robotics, serious games and physiological computing (see partner list in Appendix A). In the project, we capitalize on recent innova tions and aim at enriching the capabilities and range of application of assistive devices via the combination of (1) assistive robotics; (2) technologies that use well-understood motivational techniques to induce people to do their exercises in the first place, and to do them correctly and completely; (3) tailored and relevant guidance in regard to health care and social support and activities; and (4) tech nologies to self-monitoring and sharing of progress with health-care provider enabling clinicians to fine-tune the exercise regimen to suit the participant’s ac tual progress. We highlight the development of a set of exergames (serious games controlled by the movement of the user’s body limbs) specifically designed for the needs of the target population according to best practices in sports and human kinetics sciences. The games can be adapted to the limitations of the users (e.g. to play in a sitting position) so a large fraction of the population can benefit from them. The games can be executed with biofeedback provided from wearable sensors, to pro duce more controlled exercise benefits. The games can be played in multi-user settings, either in cooperative or competitive mode, to promote the social rela tions among players. The games contain regional motives to trigger memories from the past and other gamification techniques that keep the users involved in the exercise program. The games are projected in the environment through aug mented reality techniques that create a more immersive and engaging experience than conventional displays. Virtual coach techniques are able to monitor the cor rectness of the exercise and provide immediate guidance to the user, as well as providing reports for therapists. A socially assistive robot can play the role of the coach and provide an additional socio-cognitive dimension to the experience to complement the role of the therapist. A web service that records the users’ per formances and allows the authorized therapists to access and configure the exer cise program provides a valuable management tool for caregivers and clinical staff. It can also provide a social network for players, increasing adherence to the therapies. We have performed several end-user studies that validate the proposed ap proaches. Together, or in isolation, these solutions provide users, caregivers, health professionals and institutions, valuable tools for health promotion, disease monitoring and prevention.
- Automating senior fitness testing through gesture detection with depth sensorsPublication . Gonçalves, A. R.; Cameirão, M. S.; Bermúdez i Badia, S.; Gouveia, E. R.Sedentarism has a negative impact on health, life expectancy and quality of life, especially in older adults. The assessment of functional fitness helps evaluating the effects of ageing and sedentarism, and this assessment is typically done through validated battery tests such as the Senior Fitness Test (SFT). In this paper we present a computer-based system for assisting and automating SFT administration and scoring in the elderly population. Our system assesses lower body strength, agility and dynamic balance, and aerobic endurance making use of a depth sensor for body tracking and multiple gesture detectors for the evaluation of movement execution. The system was developed and trained with optimal data collected in laboratory conditions and its performance was evaluated in a real environment with 22 elderly end-users, and compared to traditional SFT administered by an expert. Results show a high accuracy of our system in identifying movement patterns (>95%) and consistency with the traditional fitness assessment method. Our results suggest that this technology is a viable low cost option to assist in the fitness assessment of elderly that could be deployed for at home use in the context of fitness programs.
- Muscle strength and balance as mediators in the association between physical activity and health-related quality of life in community-dwelling older adultsPublication . Maio Nascimento, Marcelo de; Gouveia, Bruna R.; Gouveia, Élvio Rúbio; Campos, Pedro; Marques, Adilson; Ihle, AndreasLower extremity muscle strength (LEMS) and body balance (BB) are essential for older adults to maintain an upright posture and autonomously perform their basic activities of daily living. This study aimed to examine whether LEMS and BB mediate the relationship between physical activity (PA) and health-related quality of life (HRQoL) in a large sample of community-dwelling older adults. This is a cross-sectional study carried out with 802 individuals, 401 males and 401 females (69.8 ± 5.6 years), residents of the Autonomous Region of Madeira, Portugal. PA and HRQoL were assessed by the Baecke Questionnaire and e SF-36, respectively. LEMS was assessed by the Senior Fitness Test and BB by the Fullerton Advance Balance (FAB). The serial mediation pathway model pointed out that LEMS and BB partially mediated the association between PA and HRQoL in approximately 39.6% and 47%, respectively. The total variance in HRQoL explained by the entire model was 98%. Our findings may indicate the role that LEMS and BB play in the relationship between PA and HRQoL in the older population.
- The Mediating Role of Physical Activity and Physical Function in the Association between Body Mass Index and Health-Related Quality of Life: A Population-Based Study with Older AdultsPublication . Nascimento, Marcelo de Maio; Gouveia, Élvio Rúbio; Gouveia, Bruna R.; Marques, Adilson; Campos, Pedro; García-Mayor, Jesús; Przednowek, Krzysztof; Ihle, AndreasThis study aimed (1) to investigate the association between body mass index (BMI), physical activity (PA), and physical function (PF) with health-related quality of life (HRQoL), and (2) to examine in-depth whether PA and PF mediate the relationship between BMI and HRQoL in older adults. We investigated 802 individuals (mean age 69.8 ± 5.6 years), residents of the Autonomous Region of Madeira, Portugal. Harmol and PA were assessed using the SF-36 and Baecke questionnaires, respectively, and PF by the Senior Fitness Test. The prevalence of overweight was 71.3%, 26.5% for normal weight, and 2.1% for underweight. We verified a small correlation between age and sex with BMI, PA, PF, and medium borderline with HRQoL. After adjusting for covariates (i.e., sex, age, comorbidities), the multivariate regression analysis indicated a 93.1% chance of improvement in HRQoL for low BMI, while PA and PF revealed a chance of increasing HRQoL by 91.8% and 60.0%, respectively. According to the serial mediation pathway, PA and PF partially mediated the association between BMI and HRQoL by 32.3% and 81.5%, respectively. The total variance of the model was 90%. It was concluded that BMI can negatively affect HRQoL. On the other hand, PA and PF are able to increase HRQoL levels during the aging process.
- Measured and perceived physical responses in multidimensional fitness training through exergames in older adultsPublication . Munoz, J. E.; Gonçalves, A.; Gouveia, E. R.; Cameirão, M. S.; Bermúdez i Badia, S.Exergames have been used to increase physical activity levels to produce health benefits in older adults. However, only a small number of studies have quantified the physical activity levels produced by custom-made Exergames and their capacity to elicit recommended levels of exercise. This study investigates the effectiveness of custom-made Exergames, designed for multidimensional fitness training, in eliciting recommended levels of exercise. We rely on both objective (accelerometry) and subjective (perceived exertion) information collected in two different modalities of exercise, consisting of 40- minutes sessions: Exergaming and conventional training (Control). A between-subjects analysis was done involving two groups of active older adults (n=33). Participants in the Control Between condition performed physical activity in conventional group fitness training, while the intervention group used individualized Exergaming as training modality. In addition, a sub-group of the Exergaming participants also performed a conventional training session (Control-Within), which enabled a within-subjects comparison. Results show that participants spent significantly more time in moderate-to-vigorous intensities during Exergaming, interestingly, perceiving significantly lower exertion levels. The between-subjects analysis only presented statistically significant differences for the perceived exertion scale. This study helps to unveil the impact of custom-made Exergames in physical activity levels during training when compared to conventional training for the older adult population.
- Differential Patterns in Motivations for Practicing Sport and Their Effects on Physical Activity Engagement across the LifespanPublication . Nascimento, Marcelo de Maio; Gouveia, Élvio Rúbio; Gouveia, Bruna R.; Marques, Adilson; França, Cíntia; Campos, Pedro Filipe Pereira; Martins, Francisco; García-Mayor, Jesús; Ihle, AndreasThis study aims to report what motivates individuals to be physically active, to determine whether motivating factors influence physical activity (PA) levels, and whether this differs across the lifespan. This is a cross-sectional study with 498 individuals: 117 adolescents, 306 adults, and 75 older adults. PA was assessed using Baecke’s questionnaire, and motivating factors for practicing sports were investigated using a scale with twelve questions. The factor analysis identified three motivating factors for sports practice: psychosocial, bodily, and well-being. The scale’s overall reliability and internal consistency indicated a Cronbach’s alpha of 0.885. The analysis of covariance (ANCOVA) adjusted for sex indicated the three factors as having a significant effect on PA (p < 0.050); however, only the well-being factor showed a significant interaction with age groups (p = 0.023, ηp 2 = 0.030). Subsequently, the effect of the well-being factor on PA scores in each age group was explored through regression analyses. Only older adults showed a significant association in the unadjusted [OR = 0.378, p = 0.001, R2 = 0.243] and the sex-adjusted analysis [OR = 0.377, p = 0.001, R2 = 0.288]. These results help us to better understand the underlying motivational reasons in different age groups for engaging in sports.
- From body tracking interaction in floor projection displays to elderly cardiorespiratory training through exergamingPublication . Gonçalves, Afonso; Nóbrega, Filipa; Cameirão, Mónica; Muñoz, John E.; Gouveia, Élvio; Bermúdez i Badia, SergiThe opportunity to develop new natural user interfaces has come forward due to the recent development of inexpensive full body tracking sensors, which has made this technology accessible to millions of users. In this paper, we present a comparative study between two natural user interfaces, and a cardiorespiratory training exergame developed based on the study results. The focus was on studying interfaces that could easily be used by an elderly population for interaction with floor projection displays. One interface uses both feet position to control a cursor and feet distance to trigger activation. In the alternative interface, the cursor is controlled by forearm ray casting into the projection floor and interaction is activated by hand pose. These modes of interaction were tested with 19 elderly participants in a point-and-click and a drag-and-drop task using a between-subjects experimental design. The usability, perceived workload and performance indicators were measured for each interface. Results show a clear preference towards the feet-controlled interface and a marginally better performance for this method. The results from the study served as a guide to the design of a cardiorespiratory fitness exergame for the elderly. The game “Grape Stomping” uses ground projection and mapping to display real-size winery elements. These virtual elements are used to simulate, in a playful way, the process of grape maceration through repeated stomping. A playtest session with nine elderly users was completed and its insights are presented in addition to the description of the game.
- Digital health in schools: a systematic reviewPublication . França, Cíntia; Santos, Francisco; Martins, Francisco; Lopes, Helder; Gouveia, Bruna; Gonçalves, Frederica; Campos, Pedro; Marques, Adilson; Ihle, Andreas; Gonçalves, Tatiana; Gouveia, Élvio RúbioWorldwide, the growing digitalization process and increase in smartphone usage have contributed to promoting mobile health (mHealth) services. This study provides an overview of the research targeting the effectiveness of mHealth interventions among children and adolescents in the school environment. A systematic literature review was performed following Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) in the PubMed, Web of Science, and Scopus databases. The results show that physical activity and nutrition are the main intervention topics. Health literacy, mental health, productive health, vaccination rates, and social interaction were also considered in mHealth interventions. Of the 13 studies that remained for analysis, 12 described positive outcomes in at least one health variable after using an mHealth tool. Overall, interventions ranged between four and 24 weeks. Only seven studies managed to have at least 80% of the participants from the baseline until completion. Adding personal information, user interaction, and self-reference comparisons of performance seems crucial for designing successful health digital tools for school-aged children and adolescents.
- The Impact of Mobile Phone Reminders on Perceived Self-Care Levels of Informal CaregiversPublication . Peres, Beatriz; Gouveia, Élvio Rúbio; Campos, Pedro F.: Informal caregivers play a fundamental role in caring for people that need assistance and provide an effective service in managing their loved ones’ health. Because of this, they have little time to attend to themselves and perform self-care practices. Some of these practices can improve mental health. By snowball sampling, we recruited 15 informal caregivers, 12 females and three males. Using the Wilcoxon signed-rank test, we analyzed the impact of the reminders on a self-care scale. We used the Mindful Self-Care Scale, comparing the same population without reminders and with reminders. Results indicated that total self-care scores with reminders increased statistically significantly, T = 13, Z = −2.481, p ≤ 0.013, with a large effect size (r = 0.64). This study shows a significant self-care increase in informal caregivers after using reminders. Future development of a reminders-based approach could focus on increasing self-care and the time caregivers take for themselves, empowering them to take a more active role in meeting their own needs.