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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

Uma arquitetura para desenvolvimento de aplicações gamificadas para suporte ao paciente com Alzheimer / An architecture for development of gamaged applications to support patients with Alzheimer's disease

Berndt, Alexandre 05 April 2017 (has links)
Submitted by JÚLIO HEBER SILVA (julioheber@yahoo.com.br) on 2017-05-05T18:28:41Z No. of bitstreams: 2 Dissertação - Alexandre Berndt - 2017.pdf: 8776827 bytes, checksum: 84620ac9e8e5215641a51c3dbe7b2731 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2017-05-08T15:57:20Z (GMT) No. of bitstreams: 2 Dissertação - Alexandre Berndt - 2017.pdf: 8776827 bytes, checksum: 84620ac9e8e5215641a51c3dbe7b2731 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Made available in DSpace on 2017-05-08T15:57:20Z (GMT). No. of bitstreams: 2 Dissertação - Alexandre Berndt - 2017.pdf: 8776827 bytes, checksum: 84620ac9e8e5215641a51c3dbe7b2731 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2017-04-05 / Outro / The use of gamification as a motivation, engagement, and interaction technique for mobile applications has become popular, boosted by smartphones and the ability of these devices to deliver compelling game designs. In the context of health, the use of gamification elements has contributed to the motivation and engagement to medical treatments and to the change of habits and well-being of patients of all ages. The elderly are a growing portion of the population and age-related diseases are becoming common, among them are dementias such as Alzheimer’s disease. When the patient is elderly, extra difficulties can be added to motivation and to medical treatments supported by computerized tools. However, identifying the minimum gaming elements needed and the time spent to develop these applications restrict their production. This work proposes an architecture of components for the development of mobile applications to support reminiscence therapy of patients with Alzheimer’s disease, aiding in the motivation and engagement to the therapeutic process, amplifying the positive effects caused by reminiscence therapy, leading to a well-being feeling and to retarding the symptoms caused by Alzheimer’s disease. We have identified seventeen elements of gamification integrated to the architecture defined and implemented. Two application prototypes Were developed to exemplify and validate the gamification architecture proposal. / O uso da gamificação como técnica de motivação, engajamento e interação de aplicações móveis tem se tornado popular, impulsionado pelos smartphones e a capacidade destes dispositivos oferecerem designs de jogos atraentes. No contexto da saúde o uso de elementos de gamificação tem contribuído na motivação e engajamento aos tratamentos médicos e à mudança de hábitos e bem-estar dos pacientes de todas as idades. Quando o paciente a ser assistido é idoso, dificuldades extras podem ser acrescidas à motivação e engajamento a tratamentos médicos. A gamificação contribui para tornar mais atrativo apicativos computacionais de apoio terapêutico. No entanto, identificar os elementos de jogos mínimos necessários e o tempo despendido para desenvolver estes aplicativos, restringem a sua produção. Este trabalho propõe uma arquitetura de componentes, para desenvolvimento de aplicações móveis gamificadas de apoio à reminiscência de pacientes com a doença de Alzheimer, auxiliando na adesão ao processo terapêutico, ampliando os efeitos positivos provocados pela terapia de reminiscência, ligados à sensação de bemestar e no retardo dos sintomas provocados pela doença de Alzheimer. Foram identificados dezesete componentes de gamificação integram a arquitetura definida e implementada. Dois protótipos de aplicativos foram desenvolvidos para exemplificar e validar a proposta de arquitetura de gamificação.

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