1. |
- Ekman, Inger, 1952, et al.
(author)
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Person-centered care -ready for prime time.
- 2011
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In: European Journal of Cardiovascular Nursing. - : Sage Publications. - 1474-5151 .- 1873-1953. ; 10:4, s. 248-251
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Journal article (peer-reviewed)abstract
- Long-term diseases are today the leading cause of mortality worldwide and are estimated to be the leading cause of disability by 2020. Person-centered care (PCC) has been shown to advance concordance between care provider and patient on treatment plans, improve health outcomes and increase patient satisfaction. Yet, despite these and other documented benefits, there are a variety of significant challenges to putting PCC into clinical practice. Although care providers today broadly acknowledge PCC to be an important part of care, in our experience we must establish routines that initiate, integrate, and safeguard PCC in daily clinical practice to ensure that PCC is systematically and consistently practiced, i.e. not just when we feel we have time for it. In this paper, we propose a few simple routines to facilitate and safeguard the transition to PCC. We believe that if conscientiously and systematically applied, they will help to make PCC the focus and mainstay of care in long-term illness.
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2. |
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3. |
- Kjellgren, Karin I, 1950, et al.
(author)
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Learning to learn and learning to teach — Introduction to studies in higher education
- 2008
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In: Medical Teacher. - : Informa UK Limited. - 0142-159X .- 1466-187X. ; 30:8, s. 239-245
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Journal article (peer-reviewed)abstract
- Background: How students are introduced to their studies will affect the quality of learning. This project deals with tools for lifelong learning to increase students' awareness of learning how to learn. In parallel to an introductory course for students, a course for teachers was given with a focus on tutoring students. Aims: To evaluate an interprofessional transition course for first-year health science students, the LearnAble project, and a teachers' course aiming to support students to be successful in their learning. Method: The project was followed up by a computer-based course evaluation, reflective journals, the Learning Process Questionnaire and the Approaches to Teaching Inventory. The questionnaires were distributed before and after the courses. Teachers (n = 31) and students (n = 270) in two courses from different health educations participated. Results: Students' approaches to the course and to learning could be described as technical/reproductive, seeking for an identity or as reflective/transformative. The evaluation indicates that a deep approach to the studies among the students was related to higher age and female gender. Teachers with earlier pedagogical education supported students more in the attempts to question their own understanding. Conclusion: The most obvious result was the positive impact of being a tutor for a group of students in parallel to studying pedagogy.
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4. |
- Kjellgren, Karin I, 1950, et al.
(author)
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Lära för att lära och undervisa
- 2005
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In: Utvecklingskonferensen för högre utbildning,16 - 18 November 2005, Karlstad..
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Conference paper (pop. science, debate, etc.)
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5. |
- Annerstedt, Claes, 1953, et al.
(author)
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Research-able through Problem-Based Learning
- 2010
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In: Journal of the Scholarship of Teaching and Learning. - 1527-9316. ; 10:2, s. 107-127
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Journal article (peer-reviewed)abstract
- This research project describes an attempt to move towards a more student centered and participatory approach on learning through problem-based storyboards (themes/scenarios) and a unique opportunity for students to have an academic cross-cultural exchange. The purpose of the study was to analyze students' conceptions of this approach on learning through storyboards, experiential learning and the evolution of assessment methods that reflect and further student capabilities. While student satisfaction with the aims of the course was high and technology facilitated a unique cross-cultural opportunity, the challenges of maintaining reliable technology and matching student expectations proved challenging. Despite critical comments, the overwhelming outcome was positive. (Contains 3 figures and 6 footnotes.)
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6. |
- Bellner, Anna-Lena, et al.
(author)
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Virtual Reality in cognitive rehabilitation and understanding of stroke disease
- 2008
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In: Medical Informatics Europe 2008 - eHealth beyond the horizon – get IT there.
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Conference paper (peer-reviewed)abstract
- Physical and cognitive deficits are consequences of traumatic brain injuries (TBI). Without rehabilitation activity problems persist, i.e. limitations to handle personal care, the work situation, and recreational activities. A new approach in the rehabilitation area is the use of Virtual Reality (VR) technology and haptic devices. The aim of this study is to test an application of VR technology with 3D computer games as an occupational assessment/treatment method in rehabilitation. The training activities were virtual games that are used for training purposes. Every time an activity is run, data about the 3D hand movements of the patient is collected and analyzed, i.e. time and tremor in movements. The subject was a 48 years male patient, who in 2002 had a cranio-encephalitic trauma (CET), caused by an accident. Since 4 years he is working par time (50%). In the autumn 2007 he attended the rehabilitation program. Since then he has received two weekly sessions of 60 minutes by a special trained occupational therapist. The first weeks he was extremely tiered, tensed and unmotivated after 5-10 minutes. Cognitive deficits, motor and personality disorders were observed and assessed by using published and commonly used instruments within this knowledge field. The results revealed great problems in most observed and tested areas. After this initial period the patient accepted to take place in front of the VR-station. He was instructed to pick up the haptic stylus and start the tests. The whole procedure took 5 minutes and then he needed to relax the rest of the session. However, forthcoming sessions were breaking points, with an unexpected outcome. The patient increased his exercise potential from 5 to 40 minutes. Quantitative data revealed that the VR tasks gave a possibility to record time and to exact record the movement of the hand during the training. Qualitative data revealed that the patient’s increased motivation supported him to be active in everyday life. One outcome was an invitation from his employer to extend his working time within a computer department.After 6 months of VR-technological treatment sessions the patient improved significantly concerning cognitive and sensory-motor deficits. Thus, he is more competent to do what he wishes to do.
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7. |
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8. |
- Broeren, Jurgen, et al.
(author)
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A kinematic analysis of a haptic handheld stylus in a virtual environment: a study in healthy subjects
- 2007
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In: J Neuroengineering Rehabil. - : Springer Science and Business Media LLC. ; 4
-
Journal article (peer-reviewed)abstract
- BACKGROUND: Virtual Reality provides new options for conducting motor assessment and training within computer-generated 3 dimensional environments. To date very little has been reported about normal performance in virtual environments. The objective of this study was to evaluate the test-retest reliability of a clinical procedure measuring trajectories with a haptic handheld stylus in a virtual environment and to establish normative data in healthy subjects using this haptic device. METHODS: Fifty-eight normal subjects; aged from 20 to 69, performed 3 dimensional hand movements in a virtual environment using a haptic device on three occasions within one week. Test-retest stability and standardized normative data were obtained for all subjects. RESULTS: No difference was found between test and retest. The limits of agreement revealed that changes in an individual's performance could not be detected. There was a training effect between the first test occasion and the third test occasion. Normative data are presented. CONCLUSION: A new test was developed for recording the kinematics of the handheld haptic stylus in a virtual environment. The normative data will be used for purposes of comparison in future assessments, such as before and after training of persons with neurological deficits.
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9. |
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10. |
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11. |
- Broeren, Jurgen, et al.
(author)
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Assessment and training in a 3-dimensional virtual environment with haptics: a report on 5 cases of motor rehabilitation in the chronic stage after stroke.
- 2007
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In: Neurorehabilitation and Neural Repair. - : SAGE Publications. - 1545-9683 .- 1552-6844. ; 21:2, s. 180-189
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Journal article (peer-reviewed)abstract
- Objective. This exploratory study assessed the possible effectiveness of hemiparetic upper extremity training in subjects with chronic stroke with computer instrumentation (haptic force feedback) and 3-dimensional visualization applied to computer games, as well as to evaluate concurrent computer-assisted assessment of the kinematics of movements and test whether any improvement detected in the computer environment was reflected in activities of daily living (ADLs). Methods. A single-subject repeated-measures experimental design (AB) was used. After baseline testing, 5 patients were assigned to the therapy 3 times a week for 45 min for 5 weeks. Velocity, time needed to reach, and hand path ratio (reflecting superfluous movements) were the outcome measures, along with the Assessment of Motor and Process Skills and the Box and Block test. The follow-up phase (C) occurred 12 weeks later. Results. Improvements were noted in velocity, time, and hand path ratio. One patient showed improvement in occupational performance in ADLs. Conclusions.The application of this strategy of using virtual reality (VR) technologies may be useful in assessing and training stroke patients. The results of this study must be reproduced in further studies. The VR systems can be placed in homes or other nonclinical settings.
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12. |
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13. |
- Broeren, Jurgen, et al.
(author)
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Exploration of computer games in rehabilitation for brain damage
- 2008
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In: Proceedings of the 7th International Conference on Disability, Virtual Reality and Associated Technologies. ; , s. 75-80
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Conference paper (peer-reviewed)abstract
- Cognitive and physical deficits are consequences of stroke/traumatic brain injuries (TBI). Without rehabilitation activity problems persist i.e. limitations to handle personal care, the work situation, and recreational activities. The aim of this study is to test an application of Virtual Reality (VR) technology with 3D computer games as an occupational therapy assessment/treatment method in rehabilitation for patients with cognitive and physical deficits. We also wanted to investigate if playing computer games resulted in improved cognitive function. An easy-to-use semi-immersive workbench with haptic game selection menu was located at an activity centre. The training activities were 3D computer games. Every time an activity was run, data about the hand movements were collected and analyzed. Quantitative variables were time (s) to perform the test, average velocity (m/s) and, tremor or uncertainty in movements HPR). Executive functioning was examined by utilizing Trial Making Test. The intervention involved five patients. Results provide evidence to support the use of 3D computer games in cognitive rehabilitation. As an implementation tool within the occupational therapy area, this technology seems to be well adapted to the technological and economical development of society in Sweden.
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14. |
- Broeren, Jurgen, et al.
(author)
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Neglect assessment as an application of virtual reality.
- 2007
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In: Acta neurologica Scandinavica. - : Hindawi Limited. - 0001-6314 .- 1600-0404. ; 116:3, s. 157-63
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Journal article (peer-reviewed)abstract
- OBJECTIVE: In this study a cancellation task in a virtual environment was applied to describe the pattern of search and the kinematics of hand movements in eight patients with right hemisphere stroke. METHODS: Four of these patients had visual neglect and four had recovered clinically from initial symptoms of neglect. The performance of the patients was compared with that of a control group consisting of eight subjects with no history of neurological deficits. RESULTS: Patients with neglect as well as patients clinically recovered from neglect showed aberrant search performance in the virtual reality (VR) task, such as mixed search pattern, repeated target pressures and deviating hand movements. The results indicate that in patients with a right hemispheric stroke, this VR application can provide an additional tool for assessment that can identify small variations otherwise not detectable with standard paper-and-pencil tests. CONCLUSION: VR technology seems to be well suited for the assessment of visually guided manual exploration in space.
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15. |
- Broeren, Jurgen, et al.
(author)
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Rehabilitation after stroke using virtual reality, haptics (force feedback) and telemedicine
- 2006
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In: Stud Health Technol Inform. ; 124, s. 51-6
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Journal article (peer-reviewed)abstract
- We have constructed a haptic immersive workbench to be placed in the patients' home for daily adjusted rehabilitation. We also propose a system for Internet based connection and communication between patients and between patients and a clinical rehabilitation center and clinical assessment/evaluation centers. The benefits of a system for rehabilitation after stroke, based on VR, Haptics and Telemedicine should be: increased quality of life, lesser isolation, feeling more secure, fewer tiring transportations, more frequent exercising, better compliance to training, lower cost for transportation. The long term recovery for a larger group of patients with motor impairments is presently under evaluation.
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16. |
- Broeren, Jurgen, et al.
(author)
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Virtual reality and haptics as a training device for movement rehabilitation after stroke: a single-case study
- 2004
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In: Arch Phys Med Rehabil. - : Elsevier BV. ; 85:8, s. 1247-50
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Journal article (peer-reviewed)abstract
- OBJECTIVE: To investigate whether training in a virtual environment with a haptic device will improve motor function in the left hemiparetic arm of a stroke subject. DESIGN: Single case, A-B-A design. SETTING: University hospital research laboratory. PARTICIPANT: A man in his late fifties (right handed), with a right-hemisphere lesion that caused a deficit in the left upper extremity. INTERVENTION: The subject trained with a 3-dimensional computer game during a 4-week period that consisted of twelve 90-minute sessions. MAIN OUTCOME MEASURES: Three tests (Purdue pegboard test, dynamometer hand-grip strength, upper-extremity test) and a subjective interview were used to evaluate motor performance. RESULTS: Improvements were found in fine manual dexterity, grip force, and motor control of the affected upper extremity. The subject reported that there was a change in his day-to-day use of the upper extremity and that he was able to use it in activities that were previously impossible for him. CONCLUSIONS: Training with virtual reality and haptics can promote motor rehabilitation.
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17. |
- Broeren, Jurgen, et al.
(author)
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Virtual reality and haptics as an assessement device in the postacute phase after stroke.
- 2002
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In: Cyber Psychology and Behaviour. - : Mary Ann Liebert Inc. - 1094-9313 .- 1557-8364. ; 5:3, s. 207-211
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Journal article (peer-reviewed)abstract
- Virtual reality (VR) technology is altering the health care environment and is changing the options that are available to therapists. This study describes how a haptic device was used as a cinematic assessment utility. Three chronic stroke inpatients at Sahlgrenska University Hospital with left hemisphere damage were assessed. The patients were administered by the box and block manual dexterity test. For comparisons, a reference group was added to the study. Several parameters, including time, speed, and movement of the right upper extremity, were extracted and evaluated. The results indicate that the system shows potential as an assessment device. The feasibility study setup is working well, as is the assessment method. Further research, testing, refinement of the exercises, and use of VR and haptics within neurological rehabilitation are suggested.
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18. |
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19. |
- Broeren, Jurgen, et al.
(author)
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Virtual Reality in Stroke Rehabilitation with the assistance of Haptics and Telemedicine
- 2002
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In: Proceedings of The 4th International Conference on Disability, Virtual Reality and Associated Technologies.
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Conference paper (peer-reviewed)abstract
- A 3D-computer game was used as a training utility to promote motor relearning on a telemedicine platform in a laboratory setting. The subject suffered from a left arm paresis. He was evaluated before and after treatment with a specific hand function task, a standardized grip force measure test and an upper extremity task. Grip force, endurance and the movement pattern of the upper extremity improved after the treatment. The telemedicine platform allows the professional to record and evaluate progress. The findings implicate that training with Virtual Reality and Haptics can promote motor rehabilitation
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20. |
- Broeren, Jurgen, et al.
(author)
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Virtual rehabilitation after stroke.
- 2008
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In: Studies in health technology and informatics. - 0926-9630 .- 1879-8365. ; 136, s. 77-82
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Journal article (peer-reviewed)abstract
- The purpose of this project was to investigate the effects of Virtual Reality technology and haptics for stroke rehabilitation. Twenty-nine stroke subjects, 17 women, and 12 men aged 44-85 years, participated in three different studies. All participants responded favorable to the use of the VR activity station. A change of attitude took place after the subjects were exposed to playing computer games. The general experience with the VR application approach suggests that this treatment concept is promising in stroke rehabilitation, with a wide range of applicability.
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21. |
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22. |
- Broeren, Jurgen, et al.
(author)
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Virtual rehabilitation in an activity centre for community-dwelling persons with stroke. The possibilities of 3-dimensional computer games.
- 2008
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In: Cerebrovascular diseases (Basel, Switzerland). - : S. Karger AG. - 1421-9786 .- 1015-9770. ; 26:3, s. 289-96
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Journal article (peer-reviewed)abstract
- BACKGROUND: The main purpose of this study was to place a virtual reality (VR) system, designed to assess and to promote motor performance in the affected upper extremity in subjects after stroke, in a nonhospital environment. We also wanted to investigate if playing computer games resulted in improved motor function in persons with prior stroke. METHODS: The intervention involved 11 patients after stroke who received extra rehabilitation by training on a computer 3 times a week during a 4-week period. The control group involved 11 patients after stroke who continued their previous rehabilitation (no extra computer training) during this period. The mean age of all was 68 years (range = 47-85) and the average time after stroke 66 months (range = 15-140). The VR training consisted of challenging games, which provided a range of difficulty levels that allow practice to be fun and motivating. An additional group of 11 right-handed aged matched individuals without history of neurological or psychiatric illnesses served as reference subjects. RESULTS: All the participants reported that they were novel computer game players. After an initial introduction they learned to use the VR system quickly. The treatment group demonstrated improvements in motor outcome for the trained upper extremity, but this was not detected in real-life activities. CONCLUSIONS: The results of this research suggest the usefulness of computer games in training motor performance. VR can be used beneficially not only by younger participants but also by older persons to enhance their motor performance after stroke.
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23. |
- Garza, D, et al.
(author)
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Use of a virtual human performance laboratory to improve integration of mathematics and biology in sports science curricula in Sweden and the United States.
- 2007
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In: Studies in Health Technology and Informatics.. ; 2007. Vol. 125, s. 140-142
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Journal article (peer-reviewed)abstract
- New fields such as bioengineering are exploring the role of the physical sciences in traditional biological approaches to problems, with exciting results in device innovation, medicine, and research biology. The integration of mathematics, biomechanics, and material sciences into the undergraduate biology curriculum will better prepare students for these opportunities and enhance cooperation among faculty and students at the university level. We propose the study of sports science as the basis for introduction of this interdisciplinary program. This novel integrated approach will require a virtual human performance laboratory dual-hosted in Sweden and the United States. We have designed a course model that involves cooperative learning between students at Göteborg University and Stanford University, utilizes new technologies, encourages development of original research and will rely on frequent self-assessment and reflective learning. We will compare outcomes between this course and a more traditional didactic format as well as assess the effectiveness of multiple web-hosted virtual environments. We anticipate the grant will result in a network of original faculty and student research in exercise science and pedagogy as well as provide the opportunity for implementation of the model in more advance training levels and K-12 programs.
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24. |
- Garza, D, et al.
(author)
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Use of a Virtual Human Performance Laboratory to Improve Integration of Mathematics and Biology in Sports Science Curricula in Sweden and the United States
- 2007
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In: Medicine Meets Virtual Reality 15 - in vivo, in vitro, in silico: Designing the Next in Medicine. Int. Conf., Long Beach Calif., US, 2007. - 9781586037130 ; 15
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Conference paper (other academic/artistic)abstract
- We are designing a course to be taught simultaneously at Göteborg University and Stanford University. We will present two approaches to creating a virtual environment in sport science experiments that are central to the course. The first virtual environment allows students at any location to utilize Marratech web-hosting software to conduct real-time experiments in venues as sophisticated as Lundberg Laboratories in Göteborg and the Stanford Human Performance Laboratory. We have conducted two trials to validate the feasibility of this design, which accommodates simple technologies such as a laptop and consumer devices at the participant site. The second virtual environment is a computer-generated biomechanics laboratory that will allow students to conduct experiments of their own design. Both Göteborg and Stanford will collect motion capture and force plate data on Olympic-caliber and professional athletes. Students will manipulate this data to conduct novel biomechanical investigations under the direction of a set of learning models under development.
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25. |
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26. |
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27. |
- Lindh, Jacob, 1971, et al.
(author)
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Blended Learning in a Global Interdisciplinary Inquiry-Based Laboratory Course for Advanced Level University Students
- 2010
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In: Going Global 4 - The United Kingdoms International Education Conference. Queen Elizabeth II Conference Centre in London on 24-26 March 2010.
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Conference paper (peer-reviewed)abstract
- The 'Remote University Networks' (RUN) is a collaboration between University of Gothenburg (UG) and Stanford University (SU) through funding from a Wallenberg Global Learning Network grant. To address the need for better integration of computer, mathematics and physical sciences into biology curriculums, an interdisciplinary course model in exercise science was designed to enable cooperative learning between undergraduate students at UG and SU. The course utilises new technologies, encourages the development of original research and relies on frequent self-assessment and reflective learning. Unlike previous RUN projects, this project involves students at an advanced level to create an even more exciting multidisciplinary virtual learning environment made up of physiotherapy, sport science, technology, medicine, health promotion and others. UG and SU believe that the outcomes of this collaboration will allow them to focus on the sustainability of the interdisciplinary 'local' course design through optimisation of technology, content and pedagogy over an additional year of funding. In addition to preparing a curriculum that can be exported to other universities, UG and SU will begin the natural expansion to a more global university curriculum focusing on applied kinesiology. The global pilot curriculum was tested from October to December 2009 with eight universities participating simultaneously.
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28. |
- Lindh, Jacob, 1971, et al.
(author)
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Blended learning through global network and interdisciplinary live distance experiments at human performance laboratories.
- 2009
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In: Learning in the Synergy of Multiple Disciplines, 4th European Conference on Technology Enhanced Learning, EC-TEL 2009, Nice, France, September 29 - October 2, 2009.. - : Springer. - 9783642046353 ; 5794 Springer 2009
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Journal article (peer-reviewed)abstract
- Under a previous grant (2005-2008) we designed an interdisciplinary inquiry-based laboratory course in sports kinesiology, taught simultaneously over the Internet for undergraduate students at the University of Gothenburg and at Stanford University. Student groups developed their own research questions, conducted online distance experiments, processed their unique data with support from an interdisciplinary global network of expert consultants, and presented original scientific results. We will demonstrate one virtual experiment that is central to the course to conference attendees and present a unique set of interactive learning tools for the scientific process. This student-conducted experiment was first tested in a laboratory in Stockholm in 2007, and broadcasted live to three universities, with experts and students actively taking part via Polycom and Marratech. Real-time communication was possible in all directions through a moderator in Stockholm. Our course model seems to improve student learning outcomes while advancing the field of sports science.
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29. |
- Lindh, Jacob, 1971, et al.
(author)
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Evaluation of Parallel Authentic Research-Based Courses in Human Biology on Student Experiences at Stanford University and the University of Gothenburg
- 2016
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In: Journal of the Scholarship of Teaching and Learning. - 1527-9316. ; 16:5, s. 70-91
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Journal article (peer-reviewed)abstract
- Under a previous grant (2005-08), researchers and teachers at Stanford University (SU) and the University of Gothenburg (GU) co-designed a ten-week interdisciplinary, research-based laboratory course in human biology to be taught online to undergraduate students. Essentials in the subject were taught during the first four weeks of this course. Subsequently, student groups at SU and GU developed their own research questions, conducted live-streamed experiments remotely, processed their unique data with support from multiple interactive resources, cross-cultural collaboration and an interdisciplinary network of expert consultants, and presented original scientific results remotely. Student course-perceptions were evaluated using online questionnaires, reflective blogs, and observations. In student teams from both universities, the course concept clearly improved student abilities to conduct research using laboratory experiments while learning theoretical basics. A comparison of pre- and post-course scores from student surveys showed that post-course student comfort levels with several research-related tasks increased radically at both universities. All participating staff generally agreed that the methods and tools were valuable in this type of course and should be evaluated at other levels and areas of higher education, and shared in an expanded network of universities.
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30. |
- Lindh, Jacob, 1971, et al.
(author)
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Remote University Network - Blended Learning Experiences from the Remote University Network Projects
- 2016
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In: BlendIT.
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Conference paper (other academic/artistic)abstract
- BlendIT is a conference for everybody at Chalmers and University of Gothenburg that takes an interest in blended learning in practice. The aim of the conference is exchange of experiences. During the conference, project groups from Chalmers and University of Gothenburg will present their experiences from development projects regarding blended learning. The presentations will be followed by roundtable discussions.
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31. |
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32. |
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33. |
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34. |
- Lindh, Jacob, 1971, et al.
(author)
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The Researchable Project - RUN (Remote University Network)
- 2011
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In: Changing Practices of Higher Education Learning, by the Sahlgrenska Academy and the Unit of Pedagogical development and Interactive Learning (PIL), University of Gothenburg, Sept, 2011.
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Conference paper (peer-reviewed)
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35. |
- Lindh, Jacob, 1971, et al.
(author)
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Virtual Coaching for Health
- 2010
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In: Proceedings of the Vitalis Conference 2010 – National Meeting Place for IT in the Health Care Sector, Gothenburg, Sweden (mars, 2010).
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Journal article (other academic/artistic)
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36. |
- Pareto, Lena, et al.
(author)
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Usability Evaluation of a Game-Based Virtual Reality Station for Cognitive and Motor Training in General Occupational Therapy.
- 2008
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In: Medical Informatics Europe 2008 - eHealth beyond the horizon – get IT there.
-
Conference paper (peer-reviewed)abstract
- Training with haptic devices has been suggested to enhance stroke rehabilitation using Virtual Reality (Broeren at al, 2006; Broeren, 2007). A usability study of such game-based activity station (curictus.com) was performed in a general rehabilitation centre. The aim was to explore 1) usability issues in a non-stroke-specialist organisation, and 2) usefulness for training other groups than stroke patients. Being a utility game device (Pareto, 2007), both perspectives of game experience and utility effect was considered in the evaluation (Raybourn, 2005; Wattenberg 2004). The study proceeded for 6 months and involved 3 occupational therapists and 16 patients. An individual training plan was developed. During the training period, hand movements, the choice of games, performance and experience was recorded. The occupational therapists’ experiences and judgement were collected at a mid-study interview and at the end of the study. Preliminary results indicate that the activity station is useful for other patient groups, in particular for patients with limited upper limb mobility. For cognitive training, the device works well for several subjects, but the task of 3D-interaction is too complex for some. The motivational effects vary, but positive patients got highly involved in the play resulting in intense training.
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37. |
- Pareto, Lena, 1962-, et al.
(author)
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Virtual reality, haptics and post-stroke rehabilitation in practical therapy
- 2008
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In: Proceedings of 7th International Conference on Disability, Virtual Reality and Associated Technologies. - : University of Reading. - 0704915006 ; , s. 245-252
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Conference paper (peer-reviewed)abstract
- We address the question of usefulness of virtual reality based rehabilitation equipment in practical therapy, by letting experienced therapists explore one such equipment during six months in their regular practice under natural circumstances. By protocols, questionnaires and focus group interviews we collect data regarding which activities they considered useful, why these are useful and what might improve usefulness of such activities, based on the therapists’ professional judgement and experiences. This resulted in a set of purposeful activities, identified values for therapeutic work, and design guidelines. The conclusion is that such equipment has benefits beyond real life training, that variation in content and difficulty levels is a key quality for wide suitability and that the combination of challenging cognitive activities which encourage motor training was considered particularly useful.
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38. |
- Pareto, Lena, 1962-, et al.
(author)
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Virtual TeleRehab : A case study
- 2011
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In: Studies in Health Technology and Informatics. - 0926-9630 .- 1879-8365. - 9781607508052 ; 169, s. 676-80
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Journal article (peer-reviewed)abstract
- We examined the efficacy of a remotely based occupational therapy intervention. A 40-year-old woman who suffered a stroke participated in a telerehabilitation program. The intervention method is based on virtual reality gaming to enhance the training experience and to facilitate the relearning processes. The results indicate that Virtual TeleRehab is an effective method for motivational, economical, and practical reasons by combining game-based rehabilitation in the home with weekly distance meetings. © 2011 European Federation for Medical Informatics. All rights reserved.
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39. |
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40. |
- Rana, Rakesh, 1985, et al.
(author)
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On the role of cross-disciplinary research and SSE in addressing the challenges of the digitalization of society
- 2015
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In: Proceedings IEEE 6th International Conference on Software Engineering and Service Science. - 2327-0586 .- 2327-0594. - 9781479983520 ; , s. 1106-1109
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Conference paper (peer-reviewed)abstract
- Digitalization of society has increased its pace during the last decade. With the introduction of modern technologies (e.g.~smartphones) the amount and types of information has increased bringing in both new opportunities and new challenges. In this paper we review the main opportunities and challenges stemming from the heavy use of digital technologies in society. We outline the needs for applying SSE principles and cross-disciplinary research for adequately addressing the challenges of digitalized society. Our position is that without taking a social view for system development and cross-disciplinary research we can only address partial problems related to the digitalization and that by integrating domain-specific disciplines (e.g.~financing) with the technology related ones (e.g.~software engineering) we could develop holistic solutions for the challenges identified in this paper.
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41. |
- Rydmark, Martin, 1950, et al.
(author)
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Stroke rehabilitation at home using virtual reality, haptics and telemedicine.
- 2002
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In: Studies in health technology and informatics. - 0926-9630. ; 85, s. 434-7
-
Journal article (peer-reviewed)abstract
- The objective of this pilot study is to identify the level of difficulty in which subjects with left hemisphere damage in the acute phase after stroke can start practicing in a virtual environment. Second, to test an application of Virtual Reality technology to existing occupational treatment methods in stroke rehabilitation and develop a platform for home rehabilitation controlled telemedically. The findings indicate that the system shows potential as an assessment and training device. The feasibility study setup is working well likewise the assessment method. Developing and increasing the complexity of the tasks must be based on the patient individual neurology, and that the cinematic motion patterns of the patient's are the basis for exercise design.
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42. |
- Sonesson, L., et al.
(author)
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Decision-Making in Management of the Complex Trauma Patient: Changing the Mindset of the non-trauma Surgeon
- 2018
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In: World Journal of Surgery. - : Springer Science and Business Media LLC. - 0364-2313 .- 1432-2323. ; 42:8, s. 2392-2397
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Journal article (peer-reviewed)abstract
- European surgeons are frequently subspecialized and trained primarily in elective surgical techniques. As trauma leaders, they may occasionally have to deal with complex polytrauma, advanced management techniques, differing priorities, and the need for multidisciplinary care. There is a lack of expertise, experience, and a low trauma volume, as well as a lack of research, with limited support as to the decision-making and teaching challenges present. We studied what experienced trauma experts describe as the challenges that are specific to the advanced surgical decision-making required, whether civilian, humanitarian, or military. Design-based research using combined methods including interviews, reviews of authentic trauma cases, and video-recorded resuscitations performed at a high-volume civilian academic trauma center. Several educational dilemmas were identified: (1) thinking physiologically, (2) the application of damage control resuscitation and surgery, (3) differing priorities and time management, (4) impact of environment, (5) managing limited resources, (6) lack of general surgical skills, (7) different cultural behavior, and (8) ethical issues. The challenges presented, and the educational domains identified, constitute a basis for improved development of education and training in complex surgical decision-making. This study contributes new knowledge about the mindset required for decision-making in patients with complex multisystem trauma and competing priorities of care. This is, especially important in countries having a low intensity of trauma in both military and civilian environments, and consequential limited skills, and lack of expertise. Guidelines focused on the same decision-making process, using virtual patients and blended learning, can be developed.
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43. |
- Sonesson, L., et al.
(author)
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The challenges of military medical education and training for physicians and nurses in the Nordic countries - an interview study
- 2017
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In: Scandinavian Journal of Trauma Resuscitation & Emergency Medicine. - : Springer Science and Business Media LLC. - 1757-7241. ; 25
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Journal article (peer-reviewed)abstract
- Background: Development and use of e-learning has not taken place to the same extent in military medicine in the Nordic countries. The aim was to explore the similarities and differences in education and training in military medicine for health professionals in the Nordic countries, and more specifically to identify the specific challenges regarding education and training of military medicine, and how e-learning is used at present and the opportunities for the future. Methods: Key educators within military medicine in the Nordic countries, as approved by the respective Surgeons General, were interviewed and the interviews were analyzed using content analysis. Results: The data showed that all Nordic countries cooperate in the field of military medical training to some extent. The models of recruitment and employment of health professionals differed as well as the degree of political support. These differences affected the ability for health professionals to gain actual experience from the military environment. To improve the quality of medical education and training, attempts were made to recruit physicians. The recruitment of physicians was considered a challenge which had resulted in disruptions of courses, training programs and maintenance of accreditation. The Nordic countries were described as having commonalities in the military medical systems and common needs for international collaboration within training, but differing in the range of education and training. Gaps were identified in methods for transferring outcomes from education into practice, as well as regarding evaluation and feedback of outcomes to military medicine. The educational tradition was described as oriented towards practical skills training without requirements on pedagogical education of educators. The results confirmed previous studies showing that e-learning was underutilized. Contextual understanding and experience of healthcare were seen as crucial factors for successful e-learning development. Conclusions: Extended Nordic cooperation on military medical education and training are needed because of the limited volumes of advanced trauma cases. A key issue to the success of e-learning and blended learning is combining educational competence with contextual understanding into a strategy, of how to use digital educational methods.
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44. |
- Sonesson, L., et al.
(author)
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The potential of blended learning in education and training for advanced civilian and military trauma care
- 2018
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In: Injury - International Journal of the Care of the Injured. - : Elsevier BV. - 0020-1383 .- 1879-0267. ; 49:1, s. 93-96
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Journal article (peer-reviewed)abstract
- Introduction: In the field of advanced care of the complex trauma patient, there is an emerging need for focused education and training. However, several hospitals do not support further education and training in this field, and the challenge of releasing time for physicians and nurses is well-known. Educational strategies using blended learning, which combines traditional classroom methods with modern computer-assisted methods and media, have not yet been widely used. This study analysed the educational challenges and areas for improvement, according to senior physicians and nurses, and investigated the potential use of blended learning. Method: The setting was an international course, Definitive Surgical Trauma Care (DSTC) - Military Version, part of a programme which prepares health professionals for work during extreme conditions. The sample consisted of senior physicians and nurses, participating in the course in September 2015. A survey was completed, interviews were performed and a post-course survey was conducted 18 months later in March 2017. Results: The most difficult aspect of learning how to manage the complex trauma patient, was the lack of real practice. Even though the respondents were knowledgeable in advanced trauma, they lacked personal experience in managing complex trauma cases. Cases presented during the course represented significantly greater complexity of injury compared to those usually seen in hospitals and during military deployment. The following educational challenges were identified from the study: (1) Lack of experience and knowledge of advanced trauma care. (2) Lack of the use of blended learning as support for education and training. (3) Limited time available for preparation and reflection in the education and training process. (4) Lack of support for such education and training from home hospitals. (5) The unfulfilled requirement for multidisciplinary team-training in the military medical environment. Conclusion: Educational strategies and methods, such as blended learning can support education and training, and the learning process by unlimited practice in reasoning and decision making in virtual patients. It can also provide flexibility and mobility for senior health professionals and their home hospitals, and contribute to an improved military pre-deployment training with less time strain on the civilian home hospitals. (c) 2017 Elsevier Ltd. All rights reserved.
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