Listar GI-TALIONIS - Congresos, conferencias, etc. por título
Mostrando ítems 1-20 de 28
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La actitud hacia el trabajo en equipo en estudiantes universitarios
(Universitat Politécnica de Valencia, 2018-09-26)[Resumen] El trabajo en equipo se considera una competencia valiosa en la enseñanza universitaria para adquirir destrezas interpersonales y cognitivas. El objetivo es analizar las perspectivas y experiencias que cada ... -
Analysis and Definition of Data Flows Generated by Bio Stimuli in the Design of Interactive Immersive Environments
(MDPI AG, 2020-08-20)[Abstract] This work focuses on interactivity as one of the essential factors for creating immersive environments, particularly interactivity that generates involuntary responses over which the user does not have conscious ... -
Application of Adaptive Virtual Environments Through Biofeedback for the Treatment of Phobias
(MDPI AG, 2020-08-25)[Abstract] This study proposes solutions to help people with phobias through the use of virtual environments that allow a contact between the subjects and these phobias. Using neurofeedback, the systems, depending on the ... -
Design of a System to Implement Occupational Stress Studies Trough Wearables Devices and Assessment Tests
(MDPI AG, 2020-08-20)[Abstract] Introduction: Stress at work is a factor that has repercussions on both a personal and health level, as well as on productivity at work. Objective: To establish if the wearables are devices capable of determining ... -
Development of dual activities with Micro:Bit for interventions in people with cerebral palsy
(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 ... -
Development of Recreational Content with Micro:Bit for Intervention with People with Cerebral Palsy
(MDPI, 2020-09-04)[Abstract] This paper presents a project carried out to use games in therapies for people with cerebral palsy. A Micro:bit board is used to have a friendly interaction between the user and the game. Through a simple ... -
Electronic Health Records Exploitation Using Artificial Intelligence Techniques
(MDPI, 2020-09-09)[Abstract] The exploitation of electronic health records (EHRs) has multiple utilities, from predictive tasks and clinical decision support to pattern recognition. Artificial Intelligence (AI) allows to extract knowledge ... -
Espacios para la inclusión: compartiendo experiencias en la Universidade da Coruña
(Universitat Politécnica de Valencia, 2021-09-28)[Resumen] En esta comunicación se exponen los resultados de una experiencia colaborativa e inclusiva realizada en una asignatura del Grado de Terapia Ocupacional(TO) y otra del Programa Espazo Compartido(EC), de formación ... -
Estudo da utilização de deepfakes no ciberespaço, impacto e suas consequências no ambiente social
(Associacao Portuguesa de Sistemas de Informaçao, 2022-11)[Resumo] Vivemos numa era inundados por informações vindas de ambos os hemisférios, e em que a economia da atenção nos torna distantes da verdade. O presente estudo tem como âmago estudar a criação, utilização, bem como ... -
Internationalization of the ClepiTO web platform
(MDPI, 2019-08-01)[Abstract] This adaptation consists of the translation from Spanish into Portuguese of the different contents offered by the ClepiTO web platform to be able to carry out a pilot test with a larger population in Portugal ... -
Mixed reality in an operating room using Hololens 2: the use of the remote assistance from manufacturers techinicians during the surgeries
(MDPI, 2021-10-27)[Abstract] The aim of this work is that the participants, using HoloLens 2 and Dynamics 365 Remote Assistance, can receive all the training and information necessary for the correct application of prosthesis and medical ... -
Monitoring of older adults’ daily activity and sleep with Xiaomi Mi Band 2
(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 ... -
Outcomes or impact? when the difficult to measure results appears: the experience in Spain
(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, ... -
Pilot study about a multifactorial intervention programme in older adults with technological devices based on GeriaTIC project
(MDPI, 2019-09-05)[Abstract] This pilot study was carried out with a sample of six older persons in a residential center in A Coruña. It is a “quasi-experimental” study, directed to assess the effect of an intervention on a given population, ... -
Propuesta de innovación docente para el aprendizaje Interdisciplinar sobre diseño para todas las personas entre estudiantes de los grados de odontología y de terapia ocupacional de diferentes universidades españolas
(Universitat Politécnica de Valencia, 2019)[Resumen] Enseñar “diseño para todas las personas” a los estudiantes de Ciencias de la Salud es vital para que en el futuro sean capaces de “diseñar productos y entornos de fácil uso para el mayor número de personas posible, ... -
Sleep Disturbances in Nursing Home Residents: Links to Quality of Life and Daily Functioning
(MDPI, 2019-07-29)[Abstract] The current study sought to determine the association of sleep with HRQOL and physical function among older nursing home residents. Participants were 37 older adults attending or residing in a semi-urban ... -
SQoF-WEAR project. the use of wearable devices to identify the impact of stress on workers’ quality of life
(MDPI, 2021-10-13)[Abstract] Background: Stress is a major public health problem due to its relevant health, social and economic repercussions. Moreover, stress can be associated with work; when stress increases over time, burnout can occur, ... -
The effect of music on brain activity an emotional state
(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 ... -
The influence of brain activity on the interactive process through biofeedback mechanisms in virtual reality environments
(MDPI, 2021-10-07)[Abstract] This work focuses on the development of a software link interface tool between the Looxid Link Device coupled to the HTC Vive Pro VR HeadSets and the Unity platform, to generate real-time interactivity in virtual ...