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Sökning: AMNE:(MEDICAL AND HEALTH SCIENCES Health Sciences Physiotherapy) > Naturvetenskap

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1.
  • Falk Erhag, Hanna, et al. (författare)
  • A Multidisciplinary Approach to Capability in Age and Ageing
  • 2022
  • Bok (övrigt vetenskapligt/konstnärligt)abstract
    • This open access book provides insight on how to interpret capability in ageing – one’s individual ability to perform actions in order to reach goals one has reason to value – from a multidisciplinary approach. With for the first time in history there being more people in the world aged 60 years and over than there are children below the age of 5, the book describes this demographic trends as well as the large global challenges and important societal implications this will have such as a worldwide increase in the number of persons affected with dementia, and in the ratio of retired persons to those still in the labor market. Through contributions from many different research areas, it discussed how capability depends on interactions between the individual (e.g. health, genetics, personality, intellectual capacity), environment (e.g. family, friends, home, work place), and society (e.g. political decisions, ageism, historical period). The final chapter by the editors summarizes the differences and similarities in these contributions. As such this book provides an interesting read for students, teachers and researchers at different levels and from different fields interested in capability and multidisciplinary research.
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2.
  • Penzenstadler, Birgit, et al. (författare)
  • Take a deep breath: Benefits of neuroplasticity practices for software developers and computer workers in a family of experiments
  • 2022
  • Ingår i: Empirical Software Engineering. - : Springer Science and Business Media LLC. - 1382-3256 .- 1573-7616. ; 27:4
  • Tidskriftsartikel (refereegranskat)abstract
    • Context Computer workers in general, and software developers specifically, are under a high amount of stress due to continuous deadlines and, often, over-commitment. Objective This study investigates the effects of a neuroplasticity practice, a specific breathing practice, on the attention awareness, well-being, perceived productivity, and self-efficacy of computer workers. Method The intervention was a 12-week program with a weekly live session that included a talk on a well-being topic and a facilitated group breathing session. During the intervention period, we solicited one daily journal note and one weekly well-being rating. We created a questionnaire mainly from existing, validated scales as entry and exit survey for data points for comparison before and after the intervention. We replicated the intervention in a similarly structured 8-week program. The data was analyzed using Bayesian multi-level models for the quantitative part and thematic analysis for the qualitative part. Results The intervention showed improvements in participants' experienced inner states despite an ongoing pandemic and intense outer circumstances for most. Over the course of the study, we found an improvement in the participants' ratings of how often they found themselves in good spirits as well as in a calm and relaxed state. We also aggregate a large number of deep inner reflections and growth processes that may not have surfaced for the participants without deliberate engagement in such a program. Conclusion The data indicates usefulness and effectiveness of an intervention for computer workers in terms of increasing well-being and resilience. Everyone needs a way to deliberately relax, unplug, and recover. A breathing practice is a simple way to do so, and the results call for establishing a larger body of work to make this common practice.
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4.
  • Kostenius, Catrine, et al. (författare)
  • Gamification of health education : Schoolchildren’s participation in the development of a serious game to promote health and learning
  • 2018
  • Ingår i: Health Education. - : Emerald Group Publishing Limited. - 0965-4283 .- 1758-714X. ; 118:4, s. 354-368
  • Tidskriftsartikel (refereegranskat)abstract
    • PurposeThe use of modern technology has many challenges and risks. However, by collaborating with schoolchildren, ideas to effectively promote health and learning in school can be identified. This study aimed to examine how a participatory approach can deepen the understanding of how schoolchildren relate to and use gamification as a tool to promote physical activity and learning.Design/methodology/approachInspired by the concept and process of empowerment and child participation, the methodological focus of this study was on consulting schoolchildren. During a 2-month period, 18 schoolchildren (10–12-years-old) participated in workshops to create game ideas that would motivate them to be physically active and learn in school.FindingsThe phenomenological analysis resulted in one main theme, ‘Playing games for fun to be the best I can be’. This consisted of four themes with two sub-themes each. The findings offer insights on how to increase physical activity and health education opportunities using serious games in school.Originality/valueThe knowledge gained provides gamification concepts and combinations of different technological applications to increase health and learning, as well as motivational aspects suggested by the schoolchildren. The findings are discussed with health promotion and health education in mind.
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5.
  • Gosman-Hedström, Gunilla, 1947, et al. (författare)
  • Strokerummet - en webbplats för lärande : Thematic stroke room - a website for learning
  • 2010
  • Ingår i: Vård i Norden. - : SAGE Publications. - 0107-4083. ; 30:2, s. 42-45
  • Tidskriftsartikel (refereegranskat)abstract
    • The widespread use of web-based resources has dramatically increased access to scientifically based information of use to both health professionals and the general public. Scientific results are, however, often hard for people outside the scientific community to understand. Moreover, access to large amounts of information of various kinds often places insurmountable demands on the readers to understand, assess and select what is relevant and trustworthy. This article describes the development of «Thematic Room Stroke- care, social care and rehabilitation» at Vårdalinstitutet, the Swedish Institute for Health Sciences. This is a Swedish project resulting from close cooperation between an editing committee and about 30 researchers. It aims to present research findings on a website that healthcare teams, patients and their families and the public can easily access and use. A syllabus and texts connected with each theme may be downloaded for use in local study circles. The idea is to stimulate the participants’ interest in learning independently and create a forum for dialogue and discussion in different contexts. Professionals use the website material regularly for classes and informing patients. It is hoped that an interactive forum to determine how the information is understood and used will provide important feedback on how the virtual Thematic Room Stroke may be further improved
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6.
  • Slijper, Angelique, et al. (författare)
  • Computer game-based upper extremity training in the home environment in stroke persons : a single subject design
  • 2014
  • Ingår i: Journal of NeuroEngineering and Rehabilitation. - : Biomed Central. - 1743-0003. ; 11:1
  • Tidskriftsartikel (refereegranskat)abstract
    • BACKGROUND: The objective of the present study was to assess whether computer game-based training in the home setting in the late phase after stroke could improve upper extremity motor function.METHODS: Twelve subjects with prior stroke were recruited; 11 completed the study.DESIGN: The study had a single subject design; there was a baseline test (A1), a during intervention test (B) once a week, a post-test (A2) measured directly after the treatment phase, plus a follow-up (C) 16-18 weeks after the treatment phase. Information on motor function (Fugl-Meyer), grip force (GrippitR) and arm function in activity (ARAT, ABILHAND) was gathered at A1, A2 and C. During B, only Fugl-Meyer and ARAT were measured. The intervention comprised five weeks of game-based computer training in the home environment. All games were designed to be controlled by either the affected arm alone or by both arms. Conventional formulae were used to calculate the mean, median and standard deviations. Wilcoxon's signed rank test was used for tests of dependent samples. Continuous data were analyzed by methods for repeated measures and ordinal data were analyzed by methods for ordered multinomial data using cumulative logistic models. A p-value of < 0.05 was considered statistically significant.RESULTS: Six females and five males, participated in the study with an average age of 58 years (range 26-66). FMA-UE A-D (motor function), ARAT, the maximal grip force and the mean grip force on the affected side show significant improvements at post-test and follow-up compared to baseline. No significant correlation was found between the amount of game time and changes in the outcomes investigated in this study.CONCLUSION: The results indicate that computer game-based training could be a promising approach to improve upper extremity function in the late phase after stroke, since in this study, changes were achieved in motor function and activity capacity.
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7.
  • Kaelin, Vera C., et al. (författare)
  • Artificial intelligence in rehabilitation targeting the participation of children and youth with disabilities : Scoping review
  • 2021
  • Ingår i: Journal of Medical Internet Research. - : JMIR Publications. - 1438-8871. ; 23:11
  • Forskningsöversikt (refereegranskat)abstract
    • Background: In the last decade, there has been a rapid increase in research on the use of artificial intelligence (AI) to improve child and youth participation in daily life activities, which is a key rehabilitation outcome. However, existing reviews place variable focus on participation, are narrow in scope, and are restricted to select diagnoses, hindering interpretability regarding the existing scope of AI applications that target the participation of children and youth in a pediatric rehabilitation setting.Objective: The aim of this scoping review is to examine how AI is integrated into pediatric rehabilitation interventions targeting the participation of children and youth with disabilities or other diagnosed health conditions in valued activities.Methods: We conducted a comprehensive literature search using established Applied Health Sciences and Computer Science databases. Two independent researchers screened and selected the studies based on a systematic procedure. Inclusion criteria were as follows: participation was an explicit study aim or outcome or the targeted focus of the AI application; AI was applied as part of the provided and tested intervention; children or youth with a disability or other diagnosed health conditions were the focus of either the study or AI application or both; and the study was published in English. Data were mapped according to the types of AI, the mode of delivery, the type of personalization, and whether the intervention addressed individual goal-setting.Results: The literature search identified 3029 documents, of which 94 met the inclusion criteria. Most of the included studies used multiple applications of AI with the highest prevalence of robotics (72/94, 77%) and human-machine interaction (51/94, 54%). Regarding mode of delivery, most of the included studies described an intervention delivered in-person (84/94, 89%), and only 11% (10/94) were delivered remotely. Most interventions were tailored to groups of individuals (93/94, 99%). Only 1% (1/94) of interventions was tailored to patients’ individually reported participation needs, and only one intervention (1/94, 1%) described individual goal-setting as part of their therapy process or intervention planning.Conclusions: There is an increasing amount of research on interventions using AI to target the participation of children and youth with disabilities or other diagnosed health conditions, supporting the potential of using AI in pediatric rehabilitation. On the basis of our results, 3 major gaps for further research and development were identified: a lack of remotely delivered participation-focused interventions using AI; a lack of individual goal-setting integrated in interventions; and a lack of interventions tailored to individually reported participation needs of children, youth, or families.
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8.
  • Guidetti, Susanne, et al. (författare)
  • F@ce: a team-based, person-centred intervention for rehabilitation after stroke supported by information and communication technology : a feasibility study
  • 2020
  • Ingår i: BMC Neurology. - : BioMed Central (BMC). - 1471-2377. ; 20:1
  • Tidskriftsartikel (refereegranskat)abstract
    • BACKGROUND: Globally, there is a growing use of Information and Communication Technology (ICT), including mobile phones, tablets and computers, which are being integrated into people's daily activities. An ICT-based intervention called F@ce was developed in order to provide a structure for the process in stroke rehabilitation and facilitate change by integrating a global problem-solving strategy using SMS alerts. The aim of the study was to evaluate the feasibility of i) F@ce within in-patient and primary care rehabilitation after stroke, ii) the study design and outcome measures used, and iii) the fidelity, adherence and acceptability of the intervention.METHODS: Three teams comprising occupational therapists and physiotherapists who work in neurological rehabilitation participated in a preparatory workshop on F@ce and then enrolled 10 persons with stroke to participate in the intervention. Goals were set using the Canadian Occupational Performance Measure (COPM) and the participants with stroke rated their performance and satisfaction with the activities associated with the three goals every day for 8 weeks. Data were collected at inclusion, at four and 8 weeks, using the COPM, Stroke Impact Scale, Frenchay Activities Index, Life Satisfaction Checklist, Self-Efficacy Scale, Hospital Anxiety and Depression Scale, Fatigue Severity Scale, follow-up survey, daily ratings on the web platform and logbooks.RESULTS: All of the participants showed increased scores in the primary outcome (COPM) and a clinically meaningful improvement of ≥2 points was found in four participants regarding performance and in six participants regarding satisfaction. Overall fidelity to the components of F@ce was good. The response rates to the F@ce web platform were 44-100% (mean 78%). All of the participants stated that F@ce had supported their rehabilitation.CONCLUSION: The results indicate that the most beneficial part of F@ce was the person-centred, goal-setting process and SMS alerts. All participants were satisfied with F@ce and highlighted the benefits of receiving daily alerts about their goals. This encouraged them to be more active. The only downside mentioned was that they felt under an obligation to practice, although this was described as "a positive obligation".
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9.
  • Åberg, Anna Cristina, et al. (författare)
  • A Study Protocol for Applying User Participation and Co-Learning—Lessons Learned from the eBalance Project
  • 2017
  • Ingår i: International Journal of Environmental Research and Public Health. - Basel : MDPI. - 1661-7827 .- 1660-4601. ; 14:5
  • Tidskriftsartikel (refereegranskat)abstract
    • The eBalance project is based on the idea that serious exergames-i.e., computer gaming systems with an interface that requires physical exertion to play-that are well adapted to users, can become a substantial part of a solution to recognized problems of insufficient engagement in fall-prevention exercise and the high levels of fall-related injuries among older people. This project is carried out as a collaboration between eight older people who have an interest in balance training and met the inclusion criteria of independence in personal activities of daily living, access to and basic knowledge of a computer, four staff working with the rehabilitation of older adults, and an interdisciplinary group of six research coordinators covering the areas of geriatric care and rehabilitation, as well as information technology and computer science. This paper describes the study protocol of the project's initial phase which aims to develop a working partnership with potential users of fall-prevention exergames, including its conceptual underpinnings. The qualitative methodology was inspired by an ethnographical approach implying combining methods that allowed the design to evolve through the study based on the participants' reflections. A participatory and appreciative action and reflection (PAAR) approach, accompanied by inquiries inspired by the Normalization Process Theory (NPT) was used in interactive workshops, including exergame testing, and between workshop activities. Data were collected through audio recordings, photos, and different types of written documentation. The findings provide a description of the methodology thus developed and applied. They display a methodology that can be useful for the design and development of care service and innovations for older persons where user participation is in focus.
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10.
  • Bergvall-Kåreborn, Birgitta, et al. (författare)
  • A Model for Reflective Participatory Design : The Role of Participation, Voice and Space
  • 2015
  • Ingår i: 21st Americas Conference on Information Systems. - : Americas Conference on Information Systems. - 9780996683104
  • Konferensbidrag (refereegranskat)abstract
    • This paper aims to contribute to the participatory tradition in health informatics by presenting a model for reflective participatory design emerging from qualitative fieldwork in a participatory project aimed to improve the health and wellbeing of older people in the northern periphery regions of Europe, through new mobile services. The model brings together two established processes in novel ways: systems development and user participation. Within each process three concepts are presented to facilitate discussion and reflection at the concept level, the process level and the integrated process level.
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