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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Desenvolvimento de um jogo para reabilitação de pessoas que sofreram AVC, baseado no exame de cognição ACE-R / Game development for rehabilitation of people who suffered strokes, based on cognition exam ACE-R

Pasqual, Thales Bueno 14 March 2018 (has links)
O Acidente Vascular Cerebral (AVC) é uma das maiores preocupações da saúde no mundo, sendo a segunda maior causa de morte no mundo e a terceira maior de incapacitação. Sendo a cognição uma das capacidades que são afetadas pelo AVC, é comum o uso de exames para verificar em que nível de estado mental o paciente se encontra. Os pacientes que apresentam incapacidades passam por um longo e complexo programa de reabilitação. Esses indivíduos tornam-se limitados na realização das Atividades de Vida Diárias (AVDs), como caminhar, devido a problemas envolvendo alterações da motricidade em um lado do corpo. O tornozelo é uma articulação importante pois está diretamente ligada à capacidade de caminhar e se manter em pé. Existem diversos exames cognitivos e motores para avaliar o dano causado aos indivíduos, bem como sua melhora ao longo da terapia, porém a área da saúde carece de ferramentas que possam unir a avaliação com os recursos de reabilitação. Portanto, este projeto tem como objetivo o desenvolvimento de um jogo voltado para reabilitação motora para o membro inferior e cognitiva para pessoas que sofreram AVC baseado em um exame de análise cognitiva e interface com temática familiar, utilizando um mecanismo projetado especificamente para reabilitação de tornozelo. O principal objetivo deste projeto é desenvolver um jogo que o desempenho do jogador se correlacione com o desempenho do mesmo no Addenbrooke\'s Cognitive Examination Revised (ACE-R). Pensando no público de maior incidência do AVC, o jogo tem uma temática de familiaridade visando a fácil identificação e imersão do indivíduo no processo de reabilitação, para esse fim foi desenvolvido um jogo baseado em cartas de baralho. Dessa forma o projeto focou em três frentes principais: a articulação a ser reabilitada, a patologia e o perfil de usuário. Este trabalho seguiu uma metodologia para seu desenvolvimento desde a fase de estratégia, especificações e planejamento, concepção e homologação. Os resultados se mostraram satisfatórios dentro dos objetivos estabelecidos dando abertura para diversas frentes de estudo em relação a desenvolvimento de jogos, imersão e desempenho de indivíduos em jogos virtuais, cinemática do tornozelo e níveis cognitivos. Este trabalho também pode ser utilizado como guia para novos desenvolvimentos de jogos sérios integrado com mecanismos robóticos para reabilitação. / The Cerebrovascular Accident (CVA) or Stroke is one of the greatest health concerns in the world, being the second largest cause of death in the world and the third largest cause of disability. Since cognition is one of the capacities that are affected by stroke, it is common to use tests to find out what level of the patient\'s mental state is. Patients with disabilities experiences need a long and complex rehabilitation program. They become limited in performing Daily Life Activities (DLA), such as walking, due to problems involving the movement alterations in one body\'s side. The ankle is directly linked to to walk and stand ability. There are several cognitive and motor tests to evaluate the damage caused to subjects, as well as their improvement throughout therapy, but the health care area lacks tools that can integrate the evaluation with the rehabilitation tools. Therefore, this project aims to develop an ankle rehabilitation game for people who have suffered from stroke, based on a cognitive analysis examination that has interface with family thematic, using a mechanism designed specifically for ankle rehabilitation. The main goal of this project is to develop a specifically game that correlates with Addenbrookes Cognitive Examination (ACE-R). Thinking about the audience of higher incidence of CVA, the game will have a familiar theme for the easy identification and immersion of the individual in the rehabilitation process, for this purpose a game based on playing cards was developed. In this way the project was focused on three main fronts: the articulation, the pathology and the user\'s profile. This work followed a methodology to be developed since its strategy, specifications and planning, conception, testing and homologation. The results proved to be satisfactory within the stated objectives, opening up several study fronts in relation to game development, immersion and performance of individuals in virtual games, ankle kinematics and cognitive levels. This work also can be used as a guide for new serious game development integrated with robotic mechanisms for rehabilitation.
2

Edinburgh Social Cognition Test (ESCoT) : a new test of theory of mind and social norm understanding

Baksh, Rehman Asaad January 2018 (has links)
Social cognitive abilities are needed to process and understand social information in order to respond appropriately in everyday social interactions. While there are a number of tests that have been developed to measure social cognition in the literature, many have important limitations such as only assessing one ability, performance being predicted by measures of intelligence and exhibiting low ecological validity. To address some of these limitations, I developed a new test called the Edinburgh Social Cognition Test (ESCoT). The ESCoT is an animated test that assesses four domains of social cognition: cognitive Theory of Mind (ToM) (What is X thinking?); affective ToM (How does X feel at the end of the animation?); interpersonal understanding of social norms (Did X behave as other people should behave?); and intrapersonal understanding of social norms (Would you have acted the same as X in the animation?). The aims of this thesis were to examine the validity of the ESCoT as a test of social cognition and to further investigate social cognitive processes in healthy and neurological populations. The ESCoT was firstly administered to a healthy population of older, middle-aged and younger adults to examine the effects of ageing on social abilities. This study found that the ESCoT was sensitive to age; poorer performances on cognitive and affective ToM and also interpersonal but not intrapersonal understanding of social norms were predicted by older age. Furthermore unlike traditional tests used in the study, performance was not predicted by measures of intelligence. Instead, the sex of participants and autistic-like traits, in addition to age were found to be important for performance. The ESCoT was then validated in a sample of adults with Autism Spectrum Disorder (ASD), and performance was compared to performance on established social cognition tests. Convergent validity was demonstrated in the study and the ESCoT was sensitive to social cognitive difficulties found in ASD. This study also showed that the ESCoT was more effective than existing tests at differentiating ASD adults and neurotypical controls. The interplay of social anxiety and empathy on ESCoT performance in addition to further exploring sex and autistic-like traits were then examined in a younger adult population. Social anxiety and empathy were not significant predictors of performance on the ESCoT. Similar to the results of the ageing study, this study found that women were better than men on affective ToM. However, unlike the ageing study, better cognitive ToM performance was predicted by older age. Better performance on interpersonal understanding of social norms and ESCoT total scores were predicted by more years of education. The subsequent chapter then examined the clinical efficacy of the ESCoT in a patient population (Alzheimer's disease, behavioural-variant Frontotemporal dementia and amnestic mild cognitive impairment). Here performance on the ESCoT was compared between the patients and neurotypical controls. It was found that patients performed poorer than neurotypical controls on ESCoT total scores, affective ToM, inter-and intrapersonal understanding of social norms. The final chapter returned to healthy ageing to more closely investigate the consequences of healthy ageing on social cognitive processes, by examining the positivity bias (preference for positive over negative stimuli) found in older adults using an attention paradigm. There was no evidence of the positivity bias in older, middle-aged and younger adults in regards to reaction time or accuracy. However, older and middle-aged adults differed in accuracy across stimuli type compared to younger adults. This thesis offers novel insights into the social cognitive abilities of various populations. The ESCoT presents a new, informative and validated test of social cognition for researchers and clinicians to use, which has many advantages over established tests of social cognition.
3

Desenvolvimento de um jogo para reabilitação de pessoas que sofreram AVC, baseado no exame de cognição ACE-R / Game development for rehabilitation of people who suffered strokes, based on cognition exam ACE-R

Thales Bueno Pasqual 14 March 2018 (has links)
O Acidente Vascular Cerebral (AVC) é uma das maiores preocupações da saúde no mundo, sendo a segunda maior causa de morte no mundo e a terceira maior de incapacitação. Sendo a cognição uma das capacidades que são afetadas pelo AVC, é comum o uso de exames para verificar em que nível de estado mental o paciente se encontra. Os pacientes que apresentam incapacidades passam por um longo e complexo programa de reabilitação. Esses indivíduos tornam-se limitados na realização das Atividades de Vida Diárias (AVDs), como caminhar, devido a problemas envolvendo alterações da motricidade em um lado do corpo. O tornozelo é uma articulação importante pois está diretamente ligada à capacidade de caminhar e se manter em pé. Existem diversos exames cognitivos e motores para avaliar o dano causado aos indivíduos, bem como sua melhora ao longo da terapia, porém a área da saúde carece de ferramentas que possam unir a avaliação com os recursos de reabilitação. Portanto, este projeto tem como objetivo o desenvolvimento de um jogo voltado para reabilitação motora para o membro inferior e cognitiva para pessoas que sofreram AVC baseado em um exame de análise cognitiva e interface com temática familiar, utilizando um mecanismo projetado especificamente para reabilitação de tornozelo. O principal objetivo deste projeto é desenvolver um jogo que o desempenho do jogador se correlacione com o desempenho do mesmo no Addenbrooke\'s Cognitive Examination Revised (ACE-R). Pensando no público de maior incidência do AVC, o jogo tem uma temática de familiaridade visando a fácil identificação e imersão do indivíduo no processo de reabilitação, para esse fim foi desenvolvido um jogo baseado em cartas de baralho. Dessa forma o projeto focou em três frentes principais: a articulação a ser reabilitada, a patologia e o perfil de usuário. Este trabalho seguiu uma metodologia para seu desenvolvimento desde a fase de estratégia, especificações e planejamento, concepção e homologação. Os resultados se mostraram satisfatórios dentro dos objetivos estabelecidos dando abertura para diversas frentes de estudo em relação a desenvolvimento de jogos, imersão e desempenho de indivíduos em jogos virtuais, cinemática do tornozelo e níveis cognitivos. Este trabalho também pode ser utilizado como guia para novos desenvolvimentos de jogos sérios integrado com mecanismos robóticos para reabilitação. / The Cerebrovascular Accident (CVA) or Stroke is one of the greatest health concerns in the world, being the second largest cause of death in the world and the third largest cause of disability. Since cognition is one of the capacities that are affected by stroke, it is common to use tests to find out what level of the patient\'s mental state is. Patients with disabilities experiences need a long and complex rehabilitation program. They become limited in performing Daily Life Activities (DLA), such as walking, due to problems involving the movement alterations in one body\'s side. The ankle is directly linked to to walk and stand ability. There are several cognitive and motor tests to evaluate the damage caused to subjects, as well as their improvement throughout therapy, but the health care area lacks tools that can integrate the evaluation with the rehabilitation tools. Therefore, this project aims to develop an ankle rehabilitation game for people who have suffered from stroke, based on a cognitive analysis examination that has interface with family thematic, using a mechanism designed specifically for ankle rehabilitation. The main goal of this project is to develop a specifically game that correlates with Addenbrookes Cognitive Examination (ACE-R). Thinking about the audience of higher incidence of CVA, the game will have a familiar theme for the easy identification and immersion of the individual in the rehabilitation process, for this purpose a game based on playing cards was developed. In this way the project was focused on three main fronts: the articulation, the pathology and the user\'s profile. This work followed a methodology to be developed since its strategy, specifications and planning, conception, testing and homologation. The results proved to be satisfactory within the stated objectives, opening up several study fronts in relation to game development, immersion and performance of individuals in virtual games, ankle kinematics and cognitive levels. This work also can be used as a guide for new serious game development integrated with robotic mechanisms for rehabilitation.
4

Roots of Primate Cognition. The Primate Cognition Test Battery applied to three species of lemurs (Varecia variegata, Lemur catta and Microcebus murinus).

Kittler, Klara 16 June 2017 (has links)
No description available.
5

Social and Physical Cognition in Old World Monkeys - A Comparative Perspective / Soziale und Physikalische Kognition bei Altweltaffen - eine vergleichende Perspektive

Schmitt, Vanessa 13 April 2012 (has links)
No description available.

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