Search results: Found 3

Listing 1 - 3 of 3
Sort by
Wearable Technologies

Authors: ---
ISBN: 9783038975137 9783038975144 Year: Pages: 160 DOI: 10.3390/books978-3-03897-514-4 Language: English
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: General and Civil Engineering --- Materials --- Biotechnology
Added to DOAB on : 2019-01-15 10:37:01
License:

Loading...
Export citation

Choose an application

Abstract

In the future, wearable technology will revolutionize the way we live. The current trend is to augment ordinary wearable objects – e.g. watches, glasses, bracelets, and clothing – with advanced information and communication technologies such as sensors, electronics, software, connectivity, and power sources. These wearable devices can monitor and assist the user in the management of his/her daily life with applications that range from activity tracking, sport and wellness, mobile games, and environmental monitoring, up to e-health.This book explores recent advances in the multidisciplinary field of wearable technologies and the important remaining gaps that must be addressed in order to obtain a massive diffusion.Articles in this book address topics that include wearable sensing and bio-sensing technologies, smart textiles, smart materials, wearable microsystems, low-power and embedded circuits for data acquisition, and processing and data transmission.

Computers and Games for Mental Health and Well-Being

Authors: --- --- --- --- et al.
Book Series: Frontiers Research Topics ISSN: 16648714 ISBN: 9782889454969 Year: Pages: 311 DOI: 10.3389/978-2-88945-496-9 Language: English
Publisher: Frontiers Media SA
Subject: Medicine (General) --- Psychiatry --- Public Health
Added to DOAB on : 2019-01-23 14:53:42
License:

Loading...
Export citation

Choose an application

Abstract

Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?

Sustainable Work Ability and Aging

Author:
ISBN: 9783039280643 9783039280650 Year: Pages: 258 DOI: 10.3390/books978-3-03928-065-0 Language: English
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Social Sciences --- Sociology
Added to DOAB on : 2020-04-07 23:07:08
License:

Loading...
Export citation

Choose an application

Abstract

In many industrialized countries, there is a sharp increase of the aging population due to a decrease in fertility rate and an increase in life expectancy. Due to which, the age dependency ratio rises and may cause increased economic burden among working age population. One strategy to combat this problem is to prolong peoples working career. A sufficient work ability is a requirement for a sustainable and prolonged employment. Work ability is primarily a question of balance between work and personal resources. Personal resources change with age, whereas work demands may not change parallel to that, or only change due to globalization or new technology. Work ability, on average, decreases with age, although several different work ability pathways exist during the life course. Work-related factors, as well as general lifestyle, may explain the declines and improvements in work ability during aging. A sustainable work ability throughout the life course is a main incentive for a prolonged working career and a healthy aging. Work ability and work-related factors, are therefore important occupational and public health issues when the age of the population increases. This Special Issue, “Sustainable Work Ability and Aging”, includes in all 16 original articles and one opinion paper, organized in three sections. The research topics cover

Keywords

group identification --- older workers --- job performance --- psychological capital --- self-efficacy --- age difference --- exhaustion --- well-being --- work stress --- work environment --- stress --- occupational health --- intervention --- burnout --- well-being --- job resources --- job demands --- burnout --- occupational turnover intention --- JD-R model --- longitudinal approach --- Dutch nurses --- age --- occupational cohort --- register-based --- work disability --- sedentary --- physical heaviness --- prospective --- e-health --- health promotion --- prevention --- sustainable employment --- work ability --- stress --- social status --- aging workforces --- health --- intermediate outcomes --- sustainable employment --- occupational health --- work ability --- aging --- short-form validation --- need for recovery --- criterion validity --- construct validity --- content validity --- responsiveness --- work ability --- work environment --- physical hazards --- psychosocial hazards --- multisite pain --- musculoskeletal pain --- trajectories --- intention to retire --- work ability --- ageing workers --- work wellbeing --- psychosocial work exposures --- perceived work ability --- meaningfulness of work --- perceived fit with current job --- future-orientedness of the job --- sustainable careers --- age --- work ability index (WAI) --- work ability concept --- intervention research --- knowing–doing gap --- implementation --- healthy aging --- work --- occupational stress --- occupational health --- socioeconomic factors --- data accuracy --- demography --- work ability --- life course --- aging --- longitudinal studies --- prolonged work career --- healthcare worker --- work ability --- work ability index --- WAI --- measurement --- occupational health --- occupational epidemiology --- WAI --- municipal workers --- prospective study --- COPSOQ II --- predictive factors --- predictors --- voluntary --- involuntary --- workforce transitions --- mature ages --- Australia

Listing 1 - 3 of 3
Sort by
Narrow your search

Publisher

MDPI - Multidisciplinary Digital Publishing Institute (2)

Frontiers Media SA (1)


License

CC by-nc-nd (2)

CC by (1)


Language

english (3)


Year
From To Submit

2020 (1)

2019 (1)

2018 (1)