Understanding and predicting people's displacement movement is particularly important for professionals involved in planning complex buildings (e.g., hospitals, convention centers, subway stations and university campus). Some decisions taken by the visitors while choosing what route to follow can be influenced by some environmental cues which can act as a factor of attraction, influencing the wayfinding process. Therefore, the main objective of this study was to evaluate the hypotheses that, in the context of a simulated emergency egress, people prefer to move along either a wider and with more lighting corridor or to bear right. To collect the users' responses, a constant stimulus method was used, combined with a twoforced choices method, involving the projection of stereoscopic images in a wall-screen. Results suggest that, in a "T-type" intersection, users randomly chose which direction to follow. However, if there is an increment in the width of the side corridor, users tend to follow the wider corridor. When light is inserted, users also prefer to choose the corridors with more lighting. In situations where the variables corridor width and existence of lighting are concurrent, the corridors with light are the most chosen by the users.
Background: Exergames have been used as an innovative motor rehabilitation method with the main aim of improving motivation and exercise. As research interest in exergaming for rehabilitation is rapidly growing, a review of existing systematic reviews is important to synthesize the available evidence and provide recommendations. Objectives: In this article we systematically synthesized the information from reviews that have examined the effects if exergames on different body movement parameters in older adults with and without specific pathologies. Method: Searches were conducted in Web of Science, Scopus, PsycARTICLES, PsycINFO, Psychology and Behavioural Sciences Collection, PubMed, SciELO, B-On and Google Scholar, articulating different terms and Boolean operators. Systematic reviews, meta-analysis and literature reviews published until May 2017 that investigated exergame interventions on physical outcomes, such as balance, gait, limb movements, muscle strength, in healthy and nonhealthy older adults. Results: Based on prior reviews, exergaming, as a standalone intervention, has a positive effect on balance, gait, muscle strength, upper limb function, and dexterity. When compared to traditional physiotherapy, exergaming has at least similar effects on these outcomes. Many of the investigated studies indicated low methodological quality for the evaluation of the effects of exergames on different outcomes related to motor rehabilitation. Conclusions: Exergames could be used as a complement to traditional forms of motor rehabilitation, but future individual studies and reviews should follow more rigorous methodological standards in order to improve the quality of the evidence and provide guidelines for the use of exergames in motor rehabilitation.
Remote sensing and Virtual Reality (VR) are technologies that create new development opportunities in the field of serious games with application in physiotherapy. Thus, during a physiotherapy training session expressed by a game round the remote sensing of user body motion provides measurements that can be used for objective evaluation of physical therapy outcomes. In this work is presented a serious game for physiotherapy characterized by Kinect natural user interface and a set of VR games developed in the Unity3D. To provide patient electronic health record, game remote configuration as well as for data presentation for physiotherapist a mobile application was developed. Additionally, several training results expressed by upper limb, neck and spine angles are included in the paper.
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