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Publications

Publications by HumanISE

2020

Exploring the Organizational and Technological Implications on Strategic Business Model Change

Authors
Roque, J; Santos, JD; Simões, J; Almeida, F;

Publication
Dynamic Strategic Thinking for Improved Competitiveness and Performance - Advances in Business Strategy and Competitive Advantage

Abstract
The purpose of this chapter is to identify and analyze the main organizational and technological factors that play a relevant role in a transformational strategic change inherent in changing the business model supported on the internet. An analysis was made of the different business models, as well as their connection to strategic management and how this is accomplished in the organizational and technological plan. This empirical study, based on the qualitative methodology, focuses on a single case study on a Portuguese company that recently changed its business model. The findings allowed the authors to assess the advantages and challenges posed by the transformation of an initial business based on a website that performs a comparison of prices for an integrated model based on a marketplace, in which customers can make their purchases and access all products, from different stores, in one place.

2020

Guest Editorial: Special Issue on Serious Games for Health

Authors
Duque, D; Vilaca, JL; Zielke, MA; Dias, N; Rodrigues, NF; Thawonmas, R;

Publication
IEEE TRANSACTIONS ON GAMES

Abstract

2020

A Virtual Reality Serious Game for Hand Rehabilitation Therapy

Authors
Pereira, MF; Prahm, C; Kolbenschlag, J; Oliveira, E; Rodrigues, NF;

Publication
2020 IEEE 8th International Conference on Serious Games and Applications for Health, SeGAH 2020

Abstract
The human hand is the body part most frequently injured in occupational accidents, accounting for one out of five emergency cases and often requiring surgery with subsequently long periods of rehabilitation. This paper proposes a Virtual Reality game to improve conventional physiotherapy in hand rehabilitation, focusing on resolving recurring limitations reported in most technological solutions to the problem, namely the limited diversity support of movements and exercises, complicated calibrations and exclusion of patients with open wounds or other disfigurements of the hand. The system was assessed by seven able-bodied participants using a semistructured interview targeting three evaluation categories: hardware usability, software usability and suggestions for improvement. A System Usability Score (SUS) of 84.3 and participants' disposition to play the game confirm the potential of both the conceptual and technological approaches taken for the improvement of hand rehabilitation therapy. © 2020 IEEE.

2020

Application of AR and VR in hand rehabilitation: A systematic review

Authors
Pereira, MF; Prahm, C; Kolbenschlag, J; Oliveira, E; Rodrigues, NF;

Publication
Journal of Biomedical Informatics

Abstract
Background: The human hand is the part of the body most frequently injured in work related accidents, accounting for a third of all accidents at work and often involving surgery and long periods of rehabilitation. Several applications of Augmented Reality (AR) and Virtual Reality (VR) have been used to improve the rehabilitation process. However, there is no sound evidence about the effectiveness of such applications nor the main drivers of therapeutic success. Objectives: The objective of this study was to review the efficacy of AR and VR interventions for hand rehabilitation. Methods: A systematic search of publications was conducted in October 2019 in IEEE Xplore, Web of Science, Cochrane library, and PubMed databases. Search terms were: (1) video game or videogame, (2) hand, (3) rehabilitation or therapy and (4) VR or AR. Articles were included if (1) were written in English, (2) were about VR or AR applications, (3) were for hand rehabilitation, (4) the intervention had tests on at least ten patients with injuries or diseases which affected hand function and (5) the intervention had baseline or intergroup comparisons (AR or VR intervention group versus conventional physical therapy group). PRISMA protocol guidelines were followed to filter and assess the articles. Results: From the eight selected works, six showed improvements in the intervention group, and two no statistical differences between groups. We were able to identify motivators of patients’ adherence, namely real-time feedback to the patients, challenge, and increased individualized difficulty. Automated tracking, easy integration in the home setting and the recording of accurate metrics may increase the scalability and facilitate healthcare professionals’ assessments. Conclusions: This systematic review provided advantages and drivers for the success of AR/VR application for hand rehabilitation. The available evidence suggests that patients can benefit from the use of AR or VR interventions for hand rehabilitation. © 2020 Elsevier Inc.

2020

Designing a Serious Game for Myoelectric Prosthesis Control

Authors
Bessa, D; Rodrigues, NF; Oliveira, E; Kolbenschag, J; Prahm, C;

Publication
2020 IEEE 8th International Conference on Serious Games and Applications for Health, SeGAH 2020

Abstract
As an amputee, learning how to control a myoelectric prosthesis is a difficult task. One of the main issues with conventional, highly repetitive, rehabilitation methods is the lack of engagement and motivation of the patients that often leads to high rejection rates of the prosthetic device. This work proposes and implements a novel serious game design, improving previous work, as music-based app. The prototype was evaluated by seven able-bodied participants with regard system usability and engagement. Results suggest positive outcomes in motivation, but room for improvement in system usability. © 2020 IEEE.

2020

Designing Effective User Interface Experiences for a Self-Service Kiosk to Reduce Emergency Department Crowding

Authors
Pacheco, P; Santos, F; Coimbra, J; Oliveira, E; Rodrigues, NF;

Publication
2020 IEEE 8th International Conference on Serious Games and Applications for Health, SeGAH 2020

Abstract
Emergency department crowding has been steadily increasing, with a significant part due to non-emergent pathologies. We developed a self-service kiosk to be used by patients while waiting from triage to treatment room allocation, which collects clinical history, usual medication, main complaint and, also collects vital signs. This information is processed and presented in a comprehensive way to the medical staff in order to accelerate diagnostics and treatment selection. This work describes and analyzes the results of the usability evaluation of this kiosk, taking into account the average time per screen, the average time of a complete kiosk session, the application design and the user interaction with devices and the system. The kiosk was tested in several environments with different types of users, allowing the identification of causes of problems and difficulties experienced, as well as solutions to improve the solution. © 2020 IEEE.

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