prototype

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  • 文章类型: Journal Article
    背景:膝关节炎是一种破坏性疾病,影响膝关节并引起疼痛和活动能力下降。药物治疗,减肥,运动控制疾病的症状,但是这些方法只会延迟疾病的进程,最终,膝关节置换手术将是必要的。手术后,在适当的物理治疗计划的帮助下,完全恢复平均需要6-12个月。然而,目前,在伊朗没有类似的工具来促进这一进程。
    目的:这项研究的目的是为膝关节置换手术后的患者设计和开发康复系统的原型,为患者提供信息和适当的物理治疗计划。
    方法:本研究是开发应用的,分三个阶段进行。在第一阶段,以清单的形式准备了教育和治疗练习的需求和内容,然后在评估会议上检查了每个项目的必要性。在第二阶段,该系统的原型是使用AdobeXD软件并根据上一阶段批准的要求开发的。第三阶段,从专家的角度分析了该程序的可用性,使用了Nielsen的13条可用性原则的探索性评估方法。
    结果:首先,系统需求被提取并准备在两个内容清单(51个练习)和能力清单(60个项目)中。然后在对基于德尔菲技术的专家进行调查之后,获得了内容信息(43个练习)以及功能和非功能要求(53个项目)。专家调查有助于最终确定信息要素,对它们进行分类,并准备清单的最终版本。基于此,系统需求分为11类,培训内容分为3个培训期。最后,完成了系统的设计和开发。这个系统有管理员,内科医生,和患者用户界面。可用性结果表明,该系统是有效的,并且在帮助用户检测和从错误中恢复的功能方面仅存在一些问题。
    结论:似乎有必要开发一种基于治疗师和康复专家可用性原则的系统,以在家训练和监测膝关节置换术后患者的远程康复过程。而且,让利益相关者参与远程康复系统的设计和开发的重要性并不是任何人都隐藏的。卡拉系统具有上述所有功能。
    BACKGROUND: Knee arthritis is a destructive disorder that affects the knee joints and causes pain and reduced mobility. Drug treatments, weight loss, and exercise control the symptoms of the disease, but these methods only delay the disease process and eventually, knee joint replacement surgery will be needed. After surgery, with the help of a proper physiotherapy program, full recovery takes an average of 6-12 months. However, currently, there is no similar tool to facilitate this process in Iran.
    OBJECTIVE: The purpose of this research is to design and develop the prototype of a rehabilitation system for patients after knee replacement surgery, which provides patients with information and appropriate physiotherapy programs.
    METHODS: This study was development-applied and was done in three stages. In the first stage, the needs and content of education and therapeutic exercises were prepared in the form of a checklist, and then the necessity of each item was checked in the evaluation sessions. In the second stage, the prototype of the system was developed using Adobe XD software and based on the requirements approved from the previous stage. In the third stage, the usability of the program was analyzed from the point of view of experts using the exploratory evaluation method with Nielsen\'s 13 principles of usability.
    RESULTS: At first, the system requirements were extracted and prepared in two checklists of content (51 exercises) and capabilities (60 items). Then after a survey of experts based on the Delphi technique, content information (43 exercises) and functional and non-functional requirements (53 items) were obtained. A survey of experts helped to finalize the information elements, categorize them, and prepare the final version of the checklists. Based on this, the system requirements were classified into 11 categories, and the training content was classified into 3 training periods. Finally, the design and development of the system was done. This system has admin, physician, and patient user interfaces. The result of usability showed that this system is efficient and there are only a few problems in the feature of helping users to detect and recover from errors.
    CONCLUSIONS: It seems necessary to develop a system based on the principles of usability by therapists and rehabilitation specialists to train and monitor the remote rehabilitation process of patients after knee joint replacement at home. And the importance of involving stakeholders in the design and development of remote rehabilitation systems is not hidden from anyone. Kara system has all of the above.
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  • 文章类型: Journal Article
    背景:对于患有1型糖尿病(T1D)的年轻人来说,围绕运动的血糖管理具有挑战性。先前的研究表明,包括决策支持辅助手段在内的干预措施可以更好地支持年轻人有效地了解血糖结果,并在运动期间和运动后采取适当的措施来优化血糖水平。移动健康(mHealth)应用程序有助于通过T1D为青少年提供健康行为干预措施,考虑到葡萄糖监测技术的使用,胰岛素剂量,和碳水化合物计数。
    目标:我们的目标是开发一个新的原型mHealth应用程序,以支持T1D青少年的运动管理,详细介绍了协同设计过程和设计思维原则的应用,以指导应用程序设计和开发,并确定T1D青少年需要满足其身体活动目标的应用程序内容和功能。
    方法:在18个月的设计过程(2018年3月至2019年9月)中,使用了以用户为中心的设计思维框架的协同设计方法来开发原型mHealth应用程序“acT1ve”。为了更好地了解和应对青少年糖尿病患者在身体活动时的挑战,对13-25岁的T1D青年和T1D青年父母进行了10个焦点小组。此后,我们与年轻人一起举办了参与式设计研讨会,以确定在身体活动时支持个人需求的关键应用程序功能。这些功能被整合到线框中,参与者进行了严格的审查。在iOS和android操作系统中构建了测试版的“acT1ve”,经过最终用户的严格审查,临床医生,研究人员,运动和T1D的专家,和应用程序设计师。
    结果:60名T1D青年,14父母6名研究人员,10名临床医生参与了“acT1ve”的开发。\"acT1ve包括年轻人确定的关键特征,这将在身体活动时支持他们的个人需求。它提供了关于运动过程中碳水化合物和胰岛素的建议,关于低血糖治疗的信息,运动前和运动后的建议,以及有关运动管理的教育食品指南。“acT1ve”包含一个运动顾问算法,包括由糖尿病和运动研究专家开发的240条路径。根据参与者在锻炼过程中的输入,acT1ve提供个性化的胰岛素和碳水化合物建议,持续长达60分钟的运动。它还包含其他功能,包括活动日志,它显示最终用户的活动和相关的运动建议的完整记录,这些建议由应用程序的算法提供,供以后参考,和定期提醒通知最终用户检查或监测他们的血糖水平。
    结论:以用户为中心的设计思维框架的协同设计方法和实际应用已成功用于开发“acT1ve”。“设计思维过程允许使用T1D的年轻人识别应用程序功能,以支持他们进行身体活动,特别是能够提供个性化的建议。此外,已经详细描述了应用程序开发,以帮助指导其他人开始类似的项目。
    背景:澳大利亚新西兰临床试验注册ACTRN12619001414101;https://tinyurl.com/mu9jvn2d。
    BACKGROUND: Blood glucose management around exercise is challenging for youth with type 1 diabetes (T1D). Previous research has indicated interventions including decision-support aids to better support youth to effectively contextualize blood glucose results and take appropriate action to optimize glucose levels during and after exercise. Mobile health (mHealth) apps help deliver health behavior interventions to youth with T1D, given the use of technology for glucose monitoring, insulin dosing, and carbohydrate counting.
    OBJECTIVE: We aimed to develop a novel prototype mHealth app to support exercise management among youth with T1D, detail the application of a co-design process and design thinking principles to inform app design and development, and identify app content and functionality that youth with T1D need to meet their physical activity goals.
    METHODS: A co-design approach with a user-centered design thinking framework was used to develop a prototype mHealth app \"acT1ve\" during the 18-month design process (March 2018 to September 2019). To better understand and respond to the challenges among youth with diabetes when physically active, 10 focus groups were conducted with youth aged 13-25 years with T1D and parents of youth with T1D. Thereafter, we conducted participatory design workshops with youth to identify key app features that would support individual needs when physically active. These features were incorporated into a wireframe, which was critically reviewed by participants. A beta version of \"acT1ve\" was built in iOS and android operating systems, which underwent critical review by end users, clinicians, researchers, experts in exercise and T1D, and app designers.
    RESULTS: Sixty youth with T1D, 14 parents, 6 researchers, and 10 clinicians were engaged in the development of \"acT1ve.\" acT1ve included key features identified by youth, which would support their individual needs when physically active. It provided advice on carbohydrates and insulin during exercise, information on hypoglycemia treatment, pre- and postexercise advice, and an educational food guide regarding exercise management. \"acT1ve\" contained an exercise advisor algorithm comprising 240 pathways developed by experts in diabetes and exercise research. Based on participant input during exercise, acT1ve provided personalized insulin and carbohydrate advice for exercise lasting up to 60 minutes. It also contains other features including an activity log, which displays a complete record of the end users\' activities and associated exercise advice provided by the app\'s algorithm for later reference, and regular reminder notifications for end users to check or monitor their glucose levels.
    CONCLUSIONS: The co-design approach and the practical application of the user-centered design thinking framework were successfully applied in developing \"acT1ve.\" The design thinking processes allowed youth with T1D to identify app features that would support them to be physically active, and particularly enabled the delivery of individualized advice. Furthermore, app development has been described in detail to help guide others embarking on a similar project.
    BACKGROUND: Australian New Zealand Clinical Trials Registry ACTRN12619001414101; https://tinyurl.com/mu9jvn2d.
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  • 文章类型: Journal Article
    在临床环境中,主要是由于成本,现有间接量热系统的尺寸和校准复杂性,很少有仪器可以提供可靠的,连续跟踪机械通气患者的代谢输出,以支持适当的营养。与危重病患者相关的非典型代谢很难预测,喂养不足和过度喂养都会对死亡率以及恢复和愈合过程产生负面影响。考虑到这些问题,一种新颖的呼吸机不可知的间接量热传感器设计,原型开发,和验证的目的是通过被动的方式实现对机械通气患者的24/7代谢监测,比例侧流采样方案和微型混合室。微型混合室使使用小,低成本的气体浓度和流量传感组件,以确保原型传感器的商业设计制造实施的可负担性。除了连续测量患者的新陈代谢,原型传感器还能够自动监测和检测气体测量传感器中的校准漂移,而不会中断患者的通气。
    In clinical settings, due largely to the cost, size and calibration complexity of existing indirect calorimetry systems, there is seldom instrumentation available to provide reliable, continuous tracking of a mechanically ventilated patient\'s metabolic output in support of proper nutrition. The atypical metabolisms associated with critically ill patients are difficult to predict and both underfeeding and overfeeding lead to negative impacts on both mortality and the recovery and healing processes. With these issues in mind, a novel ventilator-agnostic indirect calorimetry sensor design, prototype development, and validation were undertaken with the goal of enabling 24/7 metabolic monitoring of mechanically ventilated patients by means of a passive, rate-proportional side-stream sampling scheme and miniature mixing chamber. The miniature mixing chamber enables the use of small, low-cost gas concentration and flow sensing components to ensure the affordability of commercial design-for-manufacture implementations of the prototype sensor. In addition to continuous measurement of patient metabolism, the prototype sensor also enables autonomous monitoring and detection of calibration drift in the gas measurement sensors without disrupting the patient ventilation.
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  • 文章类型: Journal Article
    背景:多项研究已经检查了推迟对前瞻性献血者动机的影响,提出各种政策和策略来支持经历这种经历的个人。然而,现有的以献血为重点的信息和通信技术系统尚未整合这些想法或提供选择来帮助推迟献血。
    目的:本研究旨在提出一种初始的游戏化设计,旨在通过解决意识和知识的驱动因素来减轻延迟体验的影响,交互和验证,和动机。此外,这项研究探讨了为潜在用户实施这种系统的可行性。
    方法:我们进行了文献综述,重点是与献血有关的动机和意图的动态,以及延期的情况及其对公民的影响。通过这次审查,我们确定了弱捐赠者身份,缺乏知识,减少的动机是需要适当干预措施支持的关键因素。这些因素被定义为我们的关键驱动因素。考虑到这些,我们提出了一种游戏化方法,该方法结合了MDA框架中的概念。目的是刺激上述驱动因素,扩大献血贡献和身份的概念。为了进行初步评估,我们设计了一个原型来收集可用性的反馈,有用性,以及对我们提议的游戏化方法的潜在实施的兴趣。
    结果:在参与者中,共有11名公民与该应用程序进行了互动,并通过我们的调查提供了反馈。他们表示与应用程序交互相对容易,在考虑11项交互任务时,5分的平均得分为4.13分。SUS结果得出参与者回答的最终平均得分为70.91。当参与者被问及喜欢该应用程序的概念时,收到了积极的回答(3.82),可能会下载它(3.55),并可能将其推荐给其他人(3.64)。与会者对设计的实施表示了积极的态度,但也强调了当前的缺点,并提出了在功能和可用性方面可能的改进。
    结论:虽然推迟献血是一个常见的问题,现有的ICT服务在如何有效处理此类经验方面错失了机会。我们提出的设计和实施似乎已经引起了潜在用户的兴趣,因为它具有积极的实用性和潜力。然而,需要进一步确认。改进目前严重依赖外在动机要素的活动设计,整合更多的社会成分,为内在动机创造一个增强的活动循环,可以进一步提高拟议项目的价值。未来的研究可能涉及以更大的样本量进行更专业和纵向的设计评估。
    BACKGROUND: Multiple studies have examined the impact of deferral on the motivation of prospective blood donors, proposing various policies and strategies to support individuals who undergo this experience. However, existing information and communications technology systems focused on blood donation have not yet integrated these ideas or provided options to assist with the deferral experience.
    OBJECTIVE: This study aims to propose an initial gamified design aimed at mitigating the impact of the deferral experience by addressing the drivers of awareness and knowledge, interaction and validation, and motivation. Additionally, the study explores the feasibility of implementing such a system for potential users.
    METHODS: We conducted a literature review focusing on the dynamics of motivation and intention related to blood donation, as well as the deferral situation and its impact on citizens. Through this review, we identified weak donor identity, lack of knowledge, and reduced motivation as key factors requiring support from appropriate interventions. These factors were then defined as our key drivers. Taking these into account, we proposed a gamification approach that incorporates concepts from the MDA framework. The aim is to stimulate the aforementioned drivers and expand the concept of contribution and identity in blood donation. For a preliminary evaluation, we designed a prototype to collect feedback on usability, usefulness, and interest regarding a potential implementation of our proposed gamification approach.
    RESULTS: Among the participants, a total of 11 citizens interacted with the app and provided feedback through our survey. They indicated that interacting with the app was relatively easy, with an average score of 4.13 out of 5 when considering the 11 tasks of interaction. The SUS results yielded a final average score of 70.91 from the participants\' answers. Positive responses were received when participants were asked about liking the concept of the app (3.82), being likely to download it (3.55), and being likely to recommend it to others (3.64). Participants expressed positivity about the implementation of the design but also highlighted current shortcomings and suggested possible improvements in both functionality and usability.
    CONCLUSIONS: Although deferral is a common issue in blood donation, there is a missed opportunity in existing ICT services regarding how to effectively handle such experiences. Our proposed design and implementation seem to have captured the interest of prospective users due to its perceived positive usefulness and potential. However, further confirmation is needed. Improving the design of activities that currently rely heavily on extrinsic motivation elements and integrating more social components to create an enhanced activity loop for intrinsic motivation could further increase the value of the proposed project. Future research could involve conducting a more specialized and longitudinal design evaluation with a larger sample size.
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  • 文章类型: Journal Article
    背景:周期性呕吐综合征(CVS)是一种神秘且使人衰弱的肠-脑相互作用障碍,其特征是反复发作的严重呕吐和恶心。它严重损害患者的生活质量,并可能导致频繁的医疗访问和大量的医疗保健费用。CVS的诊断往往是漫长而复杂的,主要是由于其排他性诊断性质和缺乏特异性生物标志物。这通常会导致准确诊断的相当大的延迟,有助于增加患者的发病率。此外,缺乏经批准的CVS疗法恶化了患者的困难,反映了对创新的迫切需要,以患者为中心的解决方案,以改善CVS管理。
    目的:我们的目标是为CVS患者开发数字患者助理(DPA),以满足他们的独特需求。并迭代增强DPA初始版本的技术功能和用户体验。
    方法:用于CVS的DPA的开发使用了设计思维方法,优先考虑用户需求。文献综述和患者咨询委员会塑造了最初的原型,专注于诊断支持和症状跟踪。迭代发展,通过设计思维方法以及CVS患者和护理人员通过访谈和智能手机测试的反馈,导致了用户交互和人工智能集成的显著增强。使用系统可用性量表和反馈问题验证了最终DPA的有效性,确保它满足CVS社区的特定需求。
    结果:为CVS开发的DPA集成了一个入门机器人,每日和每周入住机器人,和一个知识中心,所有可通过患者仪表板访问。此多组件解决方案可有效解决CVS管理中未满足的关键需求:高效的症状和影响跟踪、获得全面的疾病信息,以及用于疾病管理的数字健康平台。重大改进,根据用户的反馈,包括实现人工智能功能,如意图识别和数据同步,增强机器人互动,减轻患者负担。知识中心的加入提供了教育资源,有助于更好地理解和管理疾病。DPA获得了系统可用性量表100分中的80分,表明高度易用性和相关性。患者反馈强调了DPA在疾病管理中的潜力,并建议进一步应用。例如,将疑似或确诊的CVS患者纳入医疗保健提供者的建议。这种积极的反应强调了DPA在通过以患者为中心的数字解决方案增强患者参与度和疾病管理方面的作用。
    结论:CVS患者DPA的发展,通过迭代设计思维方法,为疾病管理提供以患者为中心的解决方案。DPA开发框架还可以用于指导未来的患者数字支持和研究方案。
    BACKGROUND: Cyclic vomiting syndrome (CVS) is an enigmatic and debilitating disorder of gut-brain interaction that is characterized by recurrent episodes of severe vomiting and nausea. It significantly impairs patients\' quality of life and can lead to frequent medical visits and substantial health care costs. The diagnosis for CVS is often protracted and complex, primarily due to its exclusionary diagnosis nature and the lack of specific biomarkers. This typically leads to a considerable delay in accurate diagnosis, contributing to increased patient morbidity. Additionally, the absence of approved therapies for CVS worsens patient hardship and reflects the urgent need for innovative, patient-centric solutions to improve CVS management.
    OBJECTIVE: We aim to develop a digital patient assistant (DPA) for patients with CVS to address their unique needs, and iteratively enhance the technical features and user experience on the initial DPA versions.
    METHODS: The development of the DPA for CVS used a design thinking approach, prioritizing user needs. A literature review and Patient Advisory Board shaped the initial prototype, focusing on diagnostic support and symptom tracking. Iterative development, informed by the design thinking approach and feedback from patients with CVS and caregivers through interviews and smartphone testing, led to significant enhancements in user interaction and artificial intelligence integration. The final DPA\'s effectiveness was validated using the System Usability Scale and feedback questions, ensuring it met the specific needs of the CVS community.
    RESULTS: The DPA developed for CVS integrates an introductory bot, daily and weekly check-in bots, and a knowledge hub, all accessible via a patient dashboard. This multicomponent solution effectively addresses key unmet needs in CVS management: efficient symptom and impacts tracking, access to comprehensive disease information, and a digital health platform for disease management. Significant improvements, based on user feedback, include the implementation of artificial intelligence features like intent recognition and data syncing, enhancing the bot interaction and reducing the burden on patients. The inclusion of the knowledge hub provides educational resources, contributing to better disease understanding and management. The DPA achieved a System Usability Scale score of 80 out of 100, indicating high ease of use and relevance. Patient feedback highlighted the DPA\'s potential in disease management and suggested further applications, such as integration into health care provider recommendations for patients with suspected or confirmed CVS. This positive response underscores the DPA\'s role in enhancing patient engagement and disease management through a patient-centered digital solution.
    CONCLUSIONS: The development of this DPA for patients with CVS, via an iterative design thinking approach, offers a patient-centric solution for disease management. The DPA development framework may also serve to guide future patient digital support and research scenarios.
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  • 文章类型: Journal Article
    在现代农业中,幼苗移植过程在机械蔬菜生产领域具有重要意义。概念化并开发了两排拖拉机安装的半自动蔬菜育苗移栽机(SVT)的原型,用于小型农业用地。使用计算机辅助设计工具检查了原型的功能行为,原型的各个单元已经定稿。为了开发原型,喂养,计量,移植,传动系,机器的土壤压实/覆盖单元是使用当地容易获得的材料开发和建造的。本机设置了600毫米的行间间距,当机器的前进速度改变时,它可能会改变工厂到工厂的间距。定制步速以实现所需的450mm的植物到植物间距。使用12:1的减速齿轮箱对幼苗进行适当的计量。独立因素的影响,即托盘电池类型,进料机构,土壤覆盖/压实车轮角度,和幼苗的年龄,检查了机器的实际现场容量(AFC)。原型进行了初步的现场测试,以评估功能可行性,功能令人满意。对于番茄和茄子,饲喂机制和土壤覆盖/压实轮角度对AFC的主要影响在统计学上显着,为5%,而对于番茄,它们的一阶相互作用在AFC上具有统计学意义。研究结果表明,这项研究的原型可以销售或用于进一步的蔬菜生产研究。
    The process of seedling transplantation has significant importance within the realm of mechanical vegetable production in contemporary agriculture. A prototype of a two-row tractor-mounted semi-automatic vegetable seedling transplanter (SVT) was conceptualized and developed for small agricultural holdings. The functional behaviour of the prototype was examined with computer-aided design tools, and the various units of the prototype have been finalized. To develop the prototype, the feeding, metering, transplanting, drive train, and soil compacting/covering unit of the machine were developed and constructed using materials readily accessible locally. The machine has a set row-to-row spacing of 600 mm, and it may alter the plant-to-plant spacing when the machine\'s forward speed changes. The pace was customized to achieve the required 450 mm plant-to-plant spacing. A 12:1 speed reduction gearbox was used for the proper metering of seedlings. The effect of independent factors, namely tray cell type, feeding mechanism, soil covering/compacting wheel angle, and age of seedling, on the machine\'s actual field capacity (AFC) was examined. The prototype underwent preliminary field testing to assess the functional viability, and the functioning was satisfactory. The main effect of the feeding mechanism and soil covering/compacting wheel angle on AFC was statistically significant at 5 % for tomato and brinjal whereas their first-order interaction was found statistically significant on AFC for tomatoes. The findings demonstrate that this study\'s prototype can be marketed or used to further vegetable production studies.
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  • 文章类型: Journal Article
    青少年心理健康至关重要。电子心理健康干预措施,特别是严肃的游戏,对青少年有吸引力,对他们的心理健康有有益的影响。旨在提高认知脆弱性的严肃游戏(即,信念或态度),这会使个人容易出现心理健康问题,有助于预防青少年的这些问题。
    这项研究旨在评估一款名为“Silver”的严肃游戏原型的可行性。\"
    严肃游戏的原型是使用以用户为中心的参与式设计开发的。Silver的原型集中在一个严肃的游戏的一个方面,以改善青少年的认知脆弱性,也就是说,认知扭曲的识别和识别。通过游戏,玩家被要求识别和分类角色的想法是有用的或无用的。成功晋升到下一个级别后,任务变得更具挑战性,因为玩家还必须识别特定类型的认知扭曲。使用了前测和后测不受控制的设计来评估游戏,为期1周的干预阶段,参与者被要求玩游戏。12-16岁的参与者被招募到学校。感兴趣的结果是对认知扭曲的识别和参与者认知扭曲的存在。还评估了游戏的效果,内容,和有用性。
    共有630名青少年玩银牌并完成了评估。与后测(平均值13.82,SD5.09;t629=-4.00,P<.001)相比,青少年在前测(平均值13.09,SD4.08)时识别认知扭曲方面明显更好。此外,与前测(平均值41.43,SD10.90;t629=7.98,P<.001)相比,后测(平均值38.73,SD12.79)的认知扭曲显著降低。参与者还表示,游戏帮助他们认识到认知扭曲。许多参与者认为该游戏具有吸引力(294/610,48.2%),但无聊(317/610,52%),并且更喜欢更全面的游戏(299/610,49%)。
    这项研究的结果表明,严肃的游戏可能是改善青少年认知脆弱性的有效工具。如此严肃的游戏的发展,基于原型,是推荐的。它可能是普遍预防青少年心理健康问题的重要和创新工具。未来对游戏效果的研究是有必要的。
    UNASSIGNED: Adolescent mental health is of utmost importance. E-mental health interventions, and serious games in particular, are appealing to adolescents and can have beneficial effects on their mental health. A serious game aimed at improving cognitive vulnerability (ie, beliefs or attitudes), which can predispose an individual to mental health problems, can contribute to the prevention of these problems in adolescents.
    UNASSIGNED: This study aimed to assess the feasibility of the prototype of a serious game called \"Silver.\"
    UNASSIGNED: The prototype of the serious game was developed using a user-centered participatory design. The prototype of Silver focused on 1 aspect of a serious game for improving cognitive vulnerability in adolescents, that is, the recognition and identification of cognitive distortions. Through the game, players were required to identify and classify the character\'s thoughts as helpful or unhelpful. Upon successful advancement to the next level, the task becomes more challenging, as players must also identify specific types of cognitive distortions. A pre- and posttest uncontrolled design was used to evaluate the game, with a 1-week intervention phase in which participants were asked to play the game. Participants aged 12-16 years were recruited in schools. The outcomes of interest were the recognition of cognitive distortions and presence of participants\' cognitive distortions. The game was also evaluated on its effects, content, and usefulness.
    UNASSIGNED: A total of 630 adolescents played Silver and completed the assessments. Adolescents were significantly better at recognizing cognitive distortions at the pretest (mean 13.09, SD 4.08) compared to the posttest (mean 13.82, SD 5.09; t629=-4.00, P<.001). Furthermore, their cognitive distortions decreased significantly at the posttest (mean 38.73, SD 12.79) compared to the pretest (mean 41.43, SD 10.90; t629=7.98, P<.001). Participants also indicated that the game helped them recognize cognitive distortions. Many participants considered the game appealing (294/610, 48.2%) but boring (317/610, 52%) and preferred a more comprehensive game (299/610, 49%).
    UNASSIGNED: Findings from this study suggest that a serious game may be an effective tool for improving cognitive vulnerability in adolescents. The development of such a serious game, based on the prototype, is recommended. It may be an important and innovative tool for the universal prevention of mental health problems in adolescents. Future research on the effects of the game is warranted.
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  • 文章类型: Journal Article
    针对太平厚魁茶自动化程度低、缺乏连续加工系统的挑战,本研究结合太平侯奎茶的生产要求,提出了连续加工线的设计方案,并建立了连续加工样机进行测试,枯叶的特点,和现有的相关生产设备。首先,测定了太平侯奎茶的物理性质。使用Hertz-Mindlin模型进行了模拟,得到不同条件下茶叶的运动状态,确定实验平台的参数设计范围,验证其结构的合理性。然后,采用响应面法优化工作参数范围,并获得进料和捏合机构的最佳工作参数。最后,建造了连续生产原型以进行进一步的生产验证。实验结果表明,在该平台上连续生产的成功率为70.68%,在单个滑道上,太平侯奎干茶的平均产量约为0.4公斤/小时,生产的茶类似于手工制作的茶。说明该连续化生产工艺具有较高的可行性,为太平侯奎茶的连续化生产提供了参考。
    In response to the challenges of low automation and a lack of a continuous processing system for Taiping Houkui tea, this study proposed a design scheme for a continuous processing line and built a continuous processing prototype for testing by combining the production requirements of Taiping Houkui tea, the characteristics of withered leaves, and the existing relevant production equipment. First, the physical properties of Taiping Houkui tea were determined. A simulation was performed using the Hertz-Mindlin model, and the motion states of the tea leaves were obtained under different conditions to define the parameter design range of the experimental platform and verify its structural rationality. Then, the response surface methodology was used to optimize the working parameter ranges and obtain the best working parameters for the feeding and kneading mechanisms. Finally, a continuous production prototype was constructed for further production verification. The experimental results show that the success rate of continuous production on this platform was 70.68%, with an average output of approximately 0.4 kg/h for Taiping Houkui dry tea on a single slide track, and the produced tea was similar to manually made tea. This demonstrates that the continuous production technique has high feasibility and provides a reference for continuous production of Taiping Houkui tea.
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  • 文章类型: Journal Article
    我们的目标是检查ICD-10操作标准应用程序是否改变为非操作,在现实生活中获得的基于原型的诊断。
    精神病学住院医师将ICD-10的诊断标准作为“诊断测试”应用于他们已经关注的五名门诊患者,这些患者具有基于原型的诊断。使用测试来确定意见的变化是否显着,以及任何诊断组比其他诊断组更容易发生变化。本文是UTNU1111-1260-1212研究的一部分。
    十七个居民回顾了他们最近的五个案例档案,检索85对诊断的非基于操作的与基于操作的诊断。Stuart-Maxwell检验除了30%的诊断变化外,没有显著的意见变化(χ2=5.25,p=0.39;功率=0.94)。尽管没有统计学意义,20.2%的评价结果导致了影响治疗选择的变化。使用ICD-10操作标准略微增加了观察到的诊断数量,但可能与临床无关.所有非手术诊断都没有随着手术标准的应用而有更高的变化趋势(χ2=11.6,p=0.07)。女性与较高的诊断变化趋势相关。
    应用ICD-10操作标准作为诊断测试不会在居民中引起统计学上显著的诊断意见改变,没有诊断组似乎对诊断改变更明智。诊断意见变化中与性别相关的差异可能是沉没成本偏差的证据。虽然没有统计学意义,在诊断完善后使用操作标准可能有助于处理没有足够治疗反应的受试者。
    UNASSIGNED: Our objective was to check if the ICD-10 operational criteria application changes non-operational, prototype-based diagnoses obtained in a real-life scenario.
    UNASSIGNED: Psychiatry residents applied the diagnostic criteria of the ICD-10 as a \"diagnostic test\" to five outpatient patients they were already following who had a prototype-based diagnosis. Tests were used to ascertain whether changes in opinion were significant and if any of the diagnostic groups were more prone to change than others. The present paper is part of the study with UTN U1111-1260-1212.
    UNASSIGNED: Seventeen residents reviewed their last five case files, retrieving 85 diagnostic pairs of non-operational-based vs. operational-based diagnoses. The Stuart-Maxwell test did not indicate a significant opinion change (χ2 = 5.25, p = 0.39; power = 0.94) besides 30% of diagnostic changes. Despite not being statistically significant, 20.2% of all evaluations resulted in a change that would affect treatment choices. Using ICD-10 operational criteria slightly increased the number of observed diagnoses, but probably without clinical relevance. None of the non-operational diagnoses have a higher tendency to change with operational criteria application (χ2 = 11.6, p = 0.07). The female gender was associated with a higher diagnostic change tendency.
    UNASSIGNED: Applying ICD-10 operational criteria as a diagnostic test does not induce a statistically significant diagnostic opinion change in residents and no diagnostic group seems more sensible to diagnostic change. Gender-related differences in diagnostic opinion changes might be evidence of sunk cost bias. Although not statistically significant, using operational criteria after diagnostic elaboration might help to deal with subjects without adequate treatment response.
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  • 文章类型: Journal Article
    本研究旨在使用基于区块链的B2C模型开发医疗数据市场,以确保个人之间的医疗数据交易。公司,和市场。
    我们使用区块链为医疗保健数据市场设计了一个架构。使用万灵药开发了一个医疗数据市场,MySQL8.0,JavaScript库,和节点。js.我们在3个场景中评估了数据市场系统的性能。
    我们为医疗保健数据市场开发了移动和Web应用程序。交易数据查询在大约1-2秒内完全执行,在每个演示场景中,每分钟处理大约9.5次医疗保健数据查询。
    基于区块链的医疗保健数据市场在数据收集过程中显示出合规性表现,并将在分析医疗保健数据方面发挥有意义的作用。
    在该项目中开发的医疗保健数据市场可以消除时间和地点限制,并创建一个用于收集和分析零散医疗保健数据的框架。
    UNASSIGNED: This study aimed to develop healthcare data marketplace using blockchain-based B2C model that ensures the transaction of healthcare data among individuals, companies, and marketplaces.
    UNASSIGNED: We designed an architecture for the healthcare data marketplace using blockchain. A healthcare data marketplace was developed using Panacea, MySQL 8.0, JavaScript library, and Node.js. We evaluated the performance of the data marketplace system in 3 scenarios.
    UNASSIGNED: We developed mobile and web applications for healthcare data marketplace. The transaction data queries were executed fully within about 1-2 s, and approximately 9.5 healthcare data queries were processed per minute in each demonstration scenario.
    UNASSIGNED: Blockchain-based healthcare data marketplaces have shown compliance performance in the process of data collection and will provide a meaningful role in analyzing healthcare data.
    UNASSIGNED: The healthcare data marketplace developed in this project can iron out time and place limitations and create a framework for gathering and analyzing fragmented healthcare data.
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