daily life activities
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Author(s):  
Pietro Morasso

The human “marionette” is extremely complex and multi-articulated: anatomical redundancy (in terms of Degrees of Freedom: DoFs), kinematic redundancy (movements can have different trajectories, velocities, and accelerations and yet achieve the same goal, according to the principle of Motor Equivalence), and neurophysiological redundancy (many more muscles than DoFs and multiple motor units for each muscle). Although it is quite obvious that such abundance is not noxious at all because, in contrast, it is instrumental for motor learning, allowing the nervous system to “explore” the space of feasible actions before settling on an elegant and possibly optimal solution, the crucial question then boils down to figure out how the nervous system “chooses/selects/recruits/modulates” task-dependent subsets of countless assemblies of DoFs as functional motor synergies. Despite this daunting conceptual riddle, human purposive behavior in daily life activities is a proof of concept that solutions can be found easily and quickly by the embodied brain of the human cognitive agent. The point of view suggested in this essay is to frame the question above in the old-fashioned but still seminal observation by Marr and Poggio that cognitive agents should be regarded as Generalized Information Processing Systems (GIPS) and should be investigated according to three nearly independent but complementary levels of analysis: 1) the computational level, 2) the algorithmic level, and 3) the implementation level. In this framework, we attempt to discriminate as well as aggregate the different hypotheses and solutions proposed so far: the optimal control hypothesis, the muscle synergy hypothesis, the equilibrium point hypothesis, or the uncontrolled manifold hypothesis, to mention the most popular ones. The proposed GIPS follows the strategy of factoring out shaping and timing by adopting a force-field based approach (the Passive Motion Paradigm) that is inspired by the Equilibrium Point Hypothesis, extended in such a way to represent covert as well overt actions. In particular, it is shown how this approach can explain spatio-temporal invariances and, at the same time, solve the Degrees of Freedom Problem.


Sensors ◽  
2022 ◽  
Vol 22 (2) ◽  
pp. 672
Author(s):  
Juri Taborri ◽  
Alessandro Santuz ◽  
Leon Brüll ◽  
Adamantios Arampatzis ◽  
Stefano Rossi

Daily life activities often require humans to perform locomotion in challenging scenarios. In this context, this study aimed at investigating the effects induced by anterior-posterior (AP) and medio-lateral (ML) perturbations on walking. Through this aim, the experimental protocol involved 12 participants who performed three tasks on a treadmill consisting of one unperturbed and two perturbed walking tests. Inertial measurement units were used to gather lower limb kinematics. Parameters related to joint angles, as the range of motion (ROM) and its variability (CoV), as well as the inter-joint coordination in terms of continuous relative phase (CRP) were computed. The AP perturbation seemed to be more challenging causing differences with respect to normal walking in both the variability of the ROM and the CRP amplitude and variability. As ML, only the ankle showed different behavior in terms of joint angle and CRP variability. In both tasks, a shortening of the stance was found. The findings should be considered when implementing perturbed rehabilitative protocols for falling reduction.


Author(s):  
Bambang Pudjoatmodjo ◽  
Amir Hasanudin Fauzi ◽  
Sazilah Salam ◽  
Tio Ahmad Muluk ◽  
Dendy Syahreza Maulana

Gobak Sodor is a traditional game that came from Indonesia. Gobak Sodor is also known as a different name in Indonesia and Malaysia, such as Panjang tangan in Riau-Sumatra, Asing in Makassar, Galah Asin in West Java, and Galah Panjang in Malaysia. Gobak Sodor is a game that is played in two groups and has a rule that one group must prevent the opponent through the line back to back. However, Indonesia's open area has gradually reduced so that people difficult to play gobak Sodor. The loss of open land for playing Gobak Sodor and game technology advances make children slowly forget the gobak sodor. In the present time, technology is common for people to support their daily life activities. One of technology implementation form is electronic game, where peoples can play without the limitation of time and space. The electronic game also give pleasure and fun as much as conventional game activities. With the form of electronic game, this research develop a game application which implements all of the gobak sodor rules. Where the players can play the gobak sodor using their mobile device and without the trouble to play on a field or open space. Using electronic game for playing Gobak Sodor gives people satisfaction, awareness. In the hope that this will preserves the traditional game Gobak Sodor. The survey found that 80% of people have an interest to play The Gobak Sodor game.


10.2196/30863 ◽  
2022 ◽  
Vol 6 (1) ◽  
pp. e30863
Author(s):  
Marjolein E Haveman ◽  
Mathilde C van Rossum ◽  
Roswita M E Vaseur ◽  
Claire van der Riet ◽  
Richte C L Schuurmann ◽  
...  

Background Continuous telemonitoring of vital signs in a clinical or home setting may lead to improved knowledge of patients’ baseline vital signs and earlier detection of patient deterioration, and it may also facilitate the migration of care toward home. Little is known about the performance of available wearable sensors, especially during daily life activities, although accurate technology is critical for clinical decision-making. Objective The aim of this study is to assess the data availability, accuracy, and concurrent validity of vital sign data measured with wearable sensors in volunteers during various daily life activities in a simulated free-living environment. Methods Volunteers were equipped with 4 wearable sensors (Everion placed on the left and right arms, VitalPatch, and Fitbit Charge 3) and 2 reference devices (Oxycon Mobile and iButton) to obtain continuous measurements of heart rate (HR), respiratory rate (RR), oxygen saturation (SpO2), and temperature. Participants performed standardized activities, including resting, walking, metronome breathing, chores, stationary cycling, and recovery afterward. Data availability was measured as the percentage of missing data. Accuracy was evaluated by the median absolute percentage error (MAPE) and concurrent validity using the Bland-Altman plot with mean difference and 95% limits of agreement (LoA). Results A total of 20 volunteers (median age 64 years, range 20-74 years) were included. Data availability was high for all vital signs measured by VitalPatch and for HR and temperature measured by Everion. Data availability for HR was the lowest for Fitbit (4807/13,680, 35.14% missing data points). For SpO2 measured by Everion, median percentages of missing data of up to 100% were noted. The overall accuracy of HR was high for all wearable sensors, except during walking. For RR, an overall MAPE of 8.6% was noted for VitalPatch and that of 18.9% for Everion, with a higher MAPE noted during physical activity (up to 27.1%) for both sensors. The accuracy of temperature was high for VitalPatch (MAPE up to 1.7%), and it decreased for Everion (MAPE from 6.3% to 9%). Bland-Altman analyses showed small mean differences of VitalPatch for HR (0.1 beats/min [bpm]), RR (−0.1 breaths/min), and temperature (0.5 °C). Everion and Fitbit underestimated HR up to 5.3 (LoA of −39.0 to 28.3) bpm and 11.4 (LoA of −53.8 to 30.9) bpm, respectively. Everion had a small mean difference with large LoA (−10.8 to 10.4 breaths/min) for RR, underestimated SpO2 (>1%), and overestimated temperature up to 2.9 °C. Conclusions Data availability, accuracy, and concurrent validity of the studied wearable sensors varied and differed according to activity. In this study, the accuracy of all sensors decreased with physical activity. Of the tested sensors, VitalPatch was found to be the most accurate and valid for vital signs monitoring.


2022 ◽  
pp. 138-156
Author(s):  
Alper Uysal

Stroke is one of the leading causes of disability and mortality and can cause a serious socioeconomic burden. Some of the comorbidities and secondary complications of stroke can threaten the patient's life or cause serious pain or negatively affect the patient's involvement in rehabilitation or worsen daily life activities or make it difficult to bring the patient into the community and workplace. This chapter focuses on the symptoms and signs, diagnosis, and management of these comorbidities and complications. It highlights diagnosis and treatment of cardiac problems, sleep disorders, deep vein thrombosis, pulmonary embolism, dysphagia, malnutrition, and pneumonia. Depression, central post-stroke pain, upper limb problems after stroke, spasticity, bladder dysfunction are also discussed in this chapter.


2022 ◽  
Vol 14 (1) ◽  
pp. 0-0

Attendance management can become a tedious task for teachers if it is performed manually.. This problem can be solved with the help of an automatic attendance management system. But validation is one of the main issues in the system. Generally, biometrics are used in the smart automatic attendance system. Managing attendance with the help of face recognition is one of the biometric methods with better efficiency as compared to others. Smart Attendance with the help of instant face recognition is a real-life solution that helps in handling daily life activities and maintaining a student attendance system. Face recognition-based attendance system uses face biometrics which is based on high resolution monitor video and other technologies to recognize the face of the student. In project, the system will be able to find and recognize human faces fast and accurately with the help of images or videos that will be captured through a surveillance camera. It will convert the frames of the video into images so that our system can easily search that image in the attendance database.


2022 ◽  
Vol 8 (1) ◽  
pp. 53-57
Author(s):  
Lely Retno Wulandari

Stereopsis (or stereoscopic) vision is the ability to see depth of perception, which is created by the difference in angle of view between both eyes. The first process is known as simultaneous perception. Objects will fall on each corresponding retina and there will be a process of fusion of the two images into one. Then, the brain initiates three-dimensional perception in visual cortex, creating stereoscopic vision. Stereoscopic vision will rapidly develop, especially at the age of 6-8 months of life. Stereoscopic is important in daily activities. There are many stereoacuity tests to evaluate stereoscopic vision. Stereoscopic examinations are based on the principle of haploscope, anaglyph, or polaroid vectograph. There are qualitative and quantitative examination methods to assess stereoscopic vision. Qualitative examinations such as Horizontal Lang Two Pencil test and Synoptophore. Quantitative examination including Contour stereopsis test and Clinical random dot stereopsis test. The inability of the eye to see stereoscopic can be called stereoblindness. This can be affected by amblyopia, decreased visual acuity, or the presence of ocular misalignment. Inability to achieve stereoscopic vision will impact an individual to perform some daily life activities, and lead to an increase in difficulty interacting in the world.


2022 ◽  
pp. 181-187
Author(s):  
Elif Tuğba Sarac

Vestibular rehabilitation (VR) is a therapeutic approach prepared specifically for each individual who has a vestibular and balance disorder. VR helps in the treatment of unilateral or bilateral vestibular hypofunction and vestibular problems such as labyrinthitis and vestibular neuronitis. Individuals who have inner ear problems which have not been solved for a long time or have received medical treatment benefit from VR. In addition, VR helps to alleviate the complaints of individuals who have undergone surgery due to vestibular problems. With the VR program, regulative activities are carried out to decrease the duration, intensity, and frequency of vertigo; the symptoms of vertigo; increase independency in daily life activities; and to make it possible for patients to deal with the feelings of dizziness, imbalance, and anxiety, in addition to training patients about this issue and regulating the general conditions. The aim is to increase the life quality of patients.


2022 ◽  
pp. 187-199
Author(s):  
António José Pereira Silva Marques ◽  
Helena Maria Martins Caldas ◽  
Mariana Castro Barbosa ◽  
Luís Miguel Brazão Soares ◽  
Maria Inês Dias Ribeiro ◽  
...  

Stroke rehabilitation aims to improve patients' abilities to realize daily life activities and, consequently, regain their self-confidence and improve independence and quality of life. Gamification can be defined as the application of game-design elements, dynamics, and principles such as competition, narratives, point-scoring, and awards in non-game contexts, including rehabilitation. It has emerged as a therapeutic alternative or complement to traditional rehabilitation to make motor practice more intense and increase a person's motivation, interest, and satisfaction by bringing meaningful and intrinsically motivational playful experiences. Compared to the same amount of conventional therapy, gamification can increase the number of movements and involve safe and intensive rehabilitation exercises, essential for a successful rehabilitation process.


2021 ◽  
Vol 12 (3) ◽  
pp. 304-312
Author(s):  
Gülbün Asuman Yüksel ◽  
Gizem Gürsoy

Background: People with normal functionality have normal cognitive changes associated with the ageing process while many people age without cognitive decline. The most exact effects of age are cognitive impairments in learning, memory, and problem solving. These age-related effects slightly increase or do not change for many years, and do not affect the daily life activities of the person. Methods: To investigate age-related cognitive effects, detailed cognitive evaluations were compared with 20 years intervals in 7 (seven) elderly individuals at Haydarpaşa Numune Training and Research Hospital in 2019. These individuals are continuing daily life activities and sociocultural relations independently. Mini-mental state examination, verbal memory processes test and visual memory test-Wechsler memory scale for memory processes, digit span test for attention function, verbal fluency, similarities, stroop, and trail-making test for the evaluation of frontal lobe functions, Benton’s line direction determination test for the visuospatial organization have been applied to individuals. Results: In comparison with the cognitive test results applied twenty years ago; immediate memory impairment is evident, abstraction and attention function are relatively less affected. The tests showing the frontal lobe function, the verbal fluency which also reflects the vocabulary information is less affected, while the cognitive impairment is more in consecutive-complex processes. Conclusion: Cognitive functions based on attention, vocabulary and knowledge are substantially preserved with mild improvement in normal ageing. The most important improvement is on executive functions due to the decrease in motor and cognitive processing speed in cases where complex information needs to be processed.


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