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Sökning: WFRF:(Gomes Rui) > (2019)

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1.
  • Jung, Christian, et al. (författare)
  • A comparison of very old patients admitted to intensive care unit after acute versus elective surgery or intervention
  • 2019
  • Ingår i: Journal of critical care. - : W B SAUNDERS CO-ELSEVIER INC. - 0883-9441 .- 1557-8615. ; 52, s. 141-148
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: We aimed to evaluate differences in outcome between patients admitted to intensive care unit (ICU) after elective versus acute surgery in a multinational cohort of very old patients (80 years; VIP). Predictors of mortality, with special emphasis on frailty, were assessed.Methods: In total, 5063 VIPs were induded in this analysis, 922 were admitted after elective surgery or intervention, 4141 acutely, with 402 after acute surgery. Differences were calculated using Mann-Whitney-U test and Wilcoxon test. Univariate and multivariable logistic regression were used to assess associations with mortality.Results: Compared patients admitted after acute surgery, patients admitted after elective surgery suffered less often from frailty as defined as CFS (28% vs 46%; p < 0.001), evidenced lower SOFA scores (4 +/- 5 vs 7 +/- 7; p < 0.001). Presence of frailty (CFS >4) was associated with significantly increased mortality both in elective surgery patients (7% vs 12%; p = 0.01), in acute surgery (7% vs 12%; p = 0.02).Conclusions: VIPs admitted to ICU after elective surgery evidenced favorable outcome over patients after acute surgery even after correction for relevant confounders. Frailty might be used to guide clinicians in risk stratification in both patients admitted after elective and acute surgery. 
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2.
  • Correia, Filipa, et al. (författare)
  • Exploring Prosociality in Human-Robot Teams
  • 2019
  • Ingår i: HRI '19. - : IEEE. - 9781538685556 ; , s. 143-151
  • Konferensbidrag (refereegranskat)abstract
    • This paper explores the role of prosocial behaviour when people team up with robots in a collaborative game that presents a social dilemma similar to a public goods game. An experiment was conducted with the proposed game in which each participant joined a team with a prosocial robot and a selfish robot. During 5 rounds of the game, each player chooses between contributing to the team goal (cooperate) or contributing to his individual goal (defect). The prosociality level of the robots only affects their strategies to play the game, as one always cooperates and the other always defects. We conducted a user study at the office of a large corporation with 70 participants where we manipulated the game result (winning or losing) in a between-subjects design. Results revealed two important considerations: (1) the prosocial robot was rated more positively in terms of its social attributes than the selfish robot, regardless of the game result; (2) the perception of competence, the responsibility attribution (blame/credit), and the preference for a future partner revealed significant differences only in the losing condition. These results yield important concerns for the creation of robotic partners, the understanding of group dynamics and, from a more general perspective, the promotion of a prosocial society.
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