The inhabitants of coffee-growing municipalities consistently report the highest annual rates of cutaneous leishmaniasis in Colombia. During the last two decades most Colombian coffee growers have changed from the traditional system of cultivation, where the crop is grown under different species of shade trees, to an intensified system where it is grown at high densities in full sunlight. This change may affect transmission of Leishmania spp. to humans in several ways, probably resulting from reduced human-vector contact. The responses of residents of traditional and intensified coffee plantations to the leishmanin skin test were compared to ascertain whether intensification has indeed affected Leishmania transmission. Although prevalence of infection was significantly higher (P< or =0.01) among residents of traditional plantations (26.8%) than among those of intensified ones (13.2%), no significant difference could be demonstrated with respect to incidence of infection at the time of the study. Similar rates of infection were found for men and women, although the incidence of infection was significantly higher among the latter in intensified plantations. Changes to the type of data collected and the data collection process will facilitate the evaluation of the long-term effects of intensification of coffee plantations on Leishmania transmission.
BACKGROUND
EasySeating is a mobile health (mHealth) app that supports the prescription of wheelchair and postural support devices (WPSD). It can be used by occupational therapists (OT) and physiotherapists (PT) who prescribe these devices. The app offers a framework for the prescription procedures, showing images, metrics and details that can guide the prescriber to decide the best equipment for wheelchair users.
OBJECTIVE
to present the development and usability of the EasySeating app.
METHODS
This study was divided into three stages and was carried out as an iterative process with eighty eight participants (n=88) that provided information for the software development and its usability. In the Stage 1 data was gathered to develop the first prototype, followed by the Stage 2 where four prototypes were improved by the feedback from experts. Finally in the Stage 3 the usability was tested. Data collection was performed through semi-structured interviews, focus groups and heuristics evaluation. Data analysis was descriptive and qualitative.
RESULTS
In the Stage 1 was identified the lack of a uniform terminology used by practitioners; however this information was used to create the first prototype based on a range of postural devices reported. In the Stage 2, qualitative information was used to improve the app including images, more options of devices. In Stage 3, the usability test improved the app in the following aspects: smartness, increasing the dialog and feedback with the practitioner.
CONCLUSIONS
The three stages enable to define a uniform terminology; to identify and recommend a framework for prescription comprising rehabilitation practitioners, technicians and wheelchair users; to document a method to develop a mHealth that can have reproducibility by the international community interested in assistive technology assessment using technology, a new trend in an era of the fourth industrial revolution.
Simple measurement instruments for the assessment of ischemic ulcers were reproducible in patients with SSc and correlated to other variables of interest for these wounds.
<p>O trabalho visa apresentar o processo de desenvolvimento e avaliação de um jogo eletrônico interativo criado para favorecer a construção de conhecimento sobre o programa de reabilitação de crianças e adolescentes com Distrofia Muscular de Duchenne (DMD). A coleta de dados do conteúdo do jogo foi feita por brainstorms com equipe multidisciplinar de profissionais da saúde (fisioterapeutas e terapeutas ocupacionais) e pacientes com DMD. Os dados foram analisados e separados em três categorias: genética, fisiopatologia e programas de alongamento. Transformou-se essas informações em storyboard e realizou-se a programação e execução do jogo feitas por uma equipe de engenheiros. Por fim, o jogo eletrônico foi testado por pacientes com DMD por meio de um questionário pré-pós-jogo. Os resultados demonstraram aumento no repertório relacionado à reabilitação pré-adquirido e pós-jogo. O jogo eletrônico interativo DuchsVille foi criado, avaliado e pode ser utilizado como uma ferramenta de tecnologia de informação aplicável para favorecer processos de ensino e aprendizagem sobre aspectos de reabilitação na DMD, aproximando o diálogo da lógica técnico-científica dos profissionais da saúde da lógica do senso comum da população.</p>
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