Publication
Interactive technologies for cognitive stimulation and well-being of people with dementia
datacite.subject.fos | Ciências Sociais::Psicologia | |
datacite.subject.fos | Ciências Médicas::Outras Ciências Médicas | |
datacite.subject.sdg | 03:Saúde de Qualidade | |
dc.contributor.advisor | Faria, Ana Lúcia dos Santos | |
dc.contributor.advisor | Ferreira, Luís Duarte Andrade | |
dc.contributor.author | Fernandes, Paulo Brando Nóbrega | |
dc.date.accessioned | 2025-02-17T10:34:47Z | |
dc.date.available | 2025-02-17T10:34:47Z | |
dc.date.issued | 2024-07-25 | |
dc.description.abstract | Globally, the aging population is expected to increase from 12% to 22% between 2015 and 2050. Approximately 20% of this population suffers from mental or neurological conditions, with dementia being one of the most prevalent. Dementia is characterized by progressive cognitive decline and is currently the seventh leading cause of death, posing significant social and economic challenges and requiring extensive support from healthcare and social services. Current treatments for dementia face substantial limitations, particularly pharmacological approaches, which often come with side effects and limited efficacy. Consequently, there is a growing need for innovative non-pharmacological interventions. This thesis explores innovative non-pharmacological approaches to dementia care using interactive technology and is divided into two parts. Part I depicts a randomized controlled trial of the serious game "SAUDÆDE," which integrates personalized cognitive activities based on music and reminiscence therapy for people with dementia in an augmented reality setting. This study assesses the impact of SAUDÆDE on cognition, mood, functionality, and quality of life in people with dementia, demonstrating significant benefits in overall cognitive function. Part II reviews the use of Virtual reality based interventions through the use of head-mounted displays in dementia care, highlighting their potential to enhance and promote engagement and therapeutic outcomes through exergames. These studies emphasize the importance of personalized, technology-driven interventions in dementia care, showcasing the potential of serious games and Virtual reality-based therapies to improve the well-being and cognitive health of PwD. | eng |
dc.identifier.tid | 203712196 | |
dc.identifier.uri | http://hdl.handle.net/10400.13/7160 | |
dc.language.iso | eng | |
dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | |
dc.subject | Dementia | |
dc.subject | Serious games | |
dc.subject | Cognitive stimulation | |
dc.subject | Virtual reality | |
dc.subject | pharNon-farmacological interventions | |
dc.subject | Clinical Health Psychology and Well-Being | |
dc.subject | . | |
dc.subject | Faculdade de Artes e Humanidades | |
dc.title | Interactive technologies for cognitive stimulation and well-being of people with dementia | eng |
dc.type | master thesis | |
dspace.entity.type | Publication | |
thesis.degree.name | Masters in Clinical Health Psychology and Well-Being |