Recent Submissions

  • Outcomes or impact? when the difficult to measure results appears: the experience in Spain 

    Pousada, Thais; Jiménez, Estíbaliz; Nieto-Riveiro, Laura; Groba, Betania; Díez Villoria, Emiliano (2020)
    [Abstract] Interventions based on the use of Assistive Technology (AT) are a common strategy to promote improved participation and quality of life. Access to appropriate AT is considered a fundamental human right. However, ...
  • Monitoring of older adults’ daily activity and sleep with Xiaomi Mi Band 2 

    Miranda-Duro, María del Carmen; Nieto-Riveiro, Laura; Groba, Betania; Canosa, Nereida (MDPI, 2021-10-27)
    [Abstract] Nowadays, the use of wearable devices is still emerging. Monitoring with wearable sensors is an easy and non-intrusive approach to encourage preventive care for older adults. Wearable devices are becoming an ...
  • The effect of music on brain activity an emotional state 

    Cunha, Joana; Veloso Gomes, Paulo; Marques, Antonio; Pereira, Javier (MDPI, 2021-10-11)
    [Abstract] This study explores the potential of music as a therapy element in digital therapy programs to improve mental health and well-being. Music induces an emotional component in the individual that translates into ...
  • Training of Machine Learning Models for Recurrence Prediction in Patients with Respiratory Pathologies 

    Molinero-Rodríguez, Ainhoa; Guerra Tort, Carla; Suárez Ulloa, Victoria; López Gestal, José Manuel; Pereira, Javier; Aguiar-Pulido, Vanessa (MDPI, 2021-10-13)
    [Abstract] Information extracted from electronic health records (EHRs) is used for predictive tasks and clinical pattern recognition. Machine learning techniques also allow the extraction of knowledge from EHR. This study ...
  • Development of Dual Activities with Micro:Bit for Interventions in People with Cerebral Palsy 

    Molinero-Rodríguez, Ainhoa; Carneiro-Medín, Rubén; Miranda-Duro, María del Carmen; Nieto-Riveiro, Laura; Castro-Castro, Paula-María; Dapena, Adriana (MDPI, 2021-10-12)
    [Abstract] Several studies have shown that video games help to motivate users in different kinds of therapies. Therefore, in this work we developed a tool that includes dual activities for therapy, as well as a data system ...

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