Mestrado em Ciência da Computação (INF)
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Navegando Mestrado em Ciência da Computação (INF) por Por Orientador "Carvalho, Sergio Teixeira de"
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Item Implementação de princípios de gamificação adaptativa em uma aplicação mHealth(Universidade Federal de Goiás, 2023-08-25) Anjos, Filipe Maciel de Souza dos; Carvalho, Sergio Teixeira de; http://lattes.cnpq.br/2721053239592051; Carvalho, Sergio Teixeira de; Mata, Luciana Regina Ferreira da; Berretta, Luciana de OliveiraThis work describes the implementation of a gamified mHealth application called IUProst for the treatment of urinary incontinence through the performance of pelvic exercises for men who have undergone prostate removal surgery. The development of the application followed the guidelines of Framework L, designed to guide the creation of gamified mHealth applications. The initial version of IUProst was exclusively focused on the self-care dimension of Framework L and was released in November 2022. It was used by hundreds of users seeking the treatment provided by the application. Subsequently, the Gamification dimension of Framework L was employed to gamify IUProst. During the process of implementing game elements, it was noted that there were no clear definitions of how to implement the components to allow for gamification adaptation based on user profiles. To address this gap, an implementation model for gamification components was developed to guide developers in creating gamification that could adapt to the user profile dynamics proposed by the adaptive gamification of Framework L. Therefore, the contributions of this research include delivering a gamified mHealth application, analyzing usage data generated by the gamified application, and providing an implementation model for game components that were incorporated into Framework L, enabling the use of components in the context of adaptive gamification. The gamified version of IUProst was published in July 2023 and was used for 30 days until the writing of this dissertation. The results obtained demonstrate that during the gamified month, patients performed approximately 2/3 more exercises compared to the previous two months, reaching 61% of the total exercises performed during the three months analyzed. The data confirmed the hypothesis that game components indeed contribute to patient engagement with the application and also highlighted areas for improvement in the mHealth application.Item Exergame com cicloergômetro para a reabilitação de pacientes(Universidade Federal de Goiás, 2020-02-14) Battisti, Douglas; Carvalho, Sergio Teixeira de; http://lattes.cnpq.br/2721053239592051; Carvalho, Sérgio Teixeira de; Berretta, Luciana de Oliveira; Santos, Silvana de Lima Vieira dosComputer games are already recognized as a motivational tool in the rehabilitation of patients; when games promote exercise these are called exergames. Traditional rehabilitation includes exercises that are often considered repetitive and boring. For patients who have been in the ICU for a long time, early mobilization with a cycle ergometer has been used, a stationary equipment designed to allow cyclical rotations and promote resistive exercises. This method restores the functional state of the patient who has suffered adverse effects from immobility. This work aims to develop a solution for physiotherapists capable of motivating patients during early mobilization with a cycle ergometer, in addition, we evaluated with physiotherapists, specialized in intensive care, the applicability of the exergame with patients. The development of the exergame includes the adaptation of the cycle ergometer with Arduino, the connection of physiological sensors to the exergame and the customization of the game session to each patient.