Dissertations / Theses on the topic 'Game therory'
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Xiaoxi, Zhao. "Framework for an Eye Gaze Driven Video Game: an Application to Therapy of Stroke Patients with Hemispatial Neglect." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1440394724.
Full textHannan, Joseph. "Formative Evaluation of a Family Cooperation Board Game." UKnowledge, 2017. http://uknowledge.uky.edu/hes_etds/50.
Full textCosta, Túlio Henriques. "NuSense: Um framework baseado em plug-ins para ambientes inteligentes aplicado ao monitoramento de gameterapias." Universidade Estadual da Paraíba, 2016. http://tede.bc.uepb.edu.br/tede/jspui/handle/tede/2773.
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The emergence of technologies that promote the users' immersion has pointed the interest of researchers into the healthcare field. These technologies, when combined with electronic games, have obtained good results by being used for therapeutic purposes. Commercial games have been widely used to that end, however, it is still required the supervision of health professionals for a better targeting in the patients' treatment. To decrease the burden of the supervision, tailor-made games with monitoring capabilities have been developed. The problem with this approach is that the quality - in terms of gameplay - of those games is low due to the lack of playfulness. To solve this problem, a good scenario is add monitoring capabilities to the treatments using commercial games. Given the lack of proposals with this approach, it is necessary a mechanism to assist developers in building applications for monitoring patients during the gameplay, according with predetermined characteristics set by health specialists. In this work, we propose the NuSense, a plugin-based framework to support in developing applications for the automatic monitoring of people in environments applied to game-based therapies, motor rehabilitation and physical exercises.
O surgimento de tecnologias que promovem a imersão dos usuários tem despertado o interesse dos pesquisadores da área da saúde. Essas tecnologias, quando aliadas aos jogos eletrônicos, têm obtido bons resultados ao serem utilizadas para fins terapêuticos. Jogos comerciais vêm sendo amplamente utilizados com essa finalidade, contudo, ainda é necessária a supervisão de profissionais de saúde para um melhor direcionamento no tratamento dos pacientes. Para diminuir o nível de supervisão necessário, jogos sob medida, com capacidade de monitoramento, estão sendo desenvolvidos. Porém, a qualidade desses jogos – em termos de jogabilidade – ainda é baixa, devido, muitas vezes, à falta de ludicidade, ou seja, torna-se difícil atrair a atenção do paciente. Para resolver esse problema, o cenário ideal é o uso de jogos comerciais com capacidade de monitoramento. Diante da falta de propostas com esse enfoque, torna-se necessário um mecanismo que auxilie os desenvolvedores na construção de aplicações para o monitoramento de pacientes durante o gameplay, de acordo com características pré-determinadas pelo profissional de saúde. Neste trabalho propõe-se o NuSense, um framework baseado em plug-ins para o auxílio no desenvolvimento de aplicações para o monitoramento automático de pessoas em ambientes aplicados a terapias baseadas em jogos – gameterapia, bem como reabilitação motora e exercícios físicos.
Byles, Hestie Sophia. "The impact of a board game as parent guidance strategy to reinforce Cognitive Control Therapy in the home environment." Diss., Pretoria : [s.n.], 2007. http://upetd.up.ac.za/thesis/available/etd-11132007-113100/.
Full textOrnelas, Barajas Alejandra. "A Serious Game for Children with Autism Spectrum Disorder." Thesis, Université d'Ottawa / University of Ottawa, 2017. http://hdl.handle.net/10393/36273.
Full textHall, Courtney D. "Efficacy of Gaze Stability Exercises." Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/etsu-works/582.
Full textDelande, Olivier. "Symmetric dialogue games in the proof theroy of linear logic." Palaiseau, Ecole polytechnique, 2009. http://pastel.archives-ouvertes.fr/docs/00/50/14/81/PDF/These_Olivier_Delande.pdf.
Full textSur la plateforme de thèses en lignes Tel on trouve le résumé suivant en anglais : This thesis develops an original approach to the interactive interpretation of the proof theory of linear logic. In contrast with the player/opponent dichotomy commonly associated with game semantics for logic, we propose a model in which the two players have symmetric roles. More precisely, we shift from a situation in which a player aims at proving a goal while the other one aims at refuting it to a situation in which the players aim at proving opposite goals. In the tradition of computation-as-proof-search, each step of the interaction is seen as a step in two orthogonal sequent calculus proof searches. To some extent, this work contributes to formalising the connections between proof search and proof normalisation. We first present a simple symmetric game for the additive fragment of linear logic, as a first introduction to dual proof search. We then introduce a much more involved symmetric game accounting for the multiplicative and additive fragment of linear logic. In order to get a full completeness result, we then develop a third, highly concurrent, symmetric game. Finally, we investigate a few extensions of our model
Chamberlain, Morne Edward. "A 3D Virtual Environment Development Platform for ASD Therapy Tools." Thesis, Stellenbosch : University of Stellenbosch, 2009. http://hdl.handle.net/10019.1/2634.
Full textENGLISH ABSTRACT: The aim of this thesis is to develop a generic 3D virtual environment development platform for autism spectrum disorder (ASD) therapy tools. The potential of using computerised therapy tools for ASD therapy is well known. However, the development of such tools is expensive and time-consuming, and is language and culture speci c. This work intends to alleviate these problems. The design of the platform is based on known game engine designs, but adapted for the requirements of ASD therapy tools. It supports standard features such as 3D rendering, animation and audio output. Speci c features, aimed at ASD therapy tools and educational games, included in our engine are: replays, data capturing, remote monitoring over a network and language localisation. We also implemented an input hardware abstraction layer to allow support for non-standard input peripherals in the future, without modifying existing game implementations. Furthermore, to separate the development of games and tools from the engine, we include wrapper libraries in our engine for Lua and Java. We successfully developed our engine and implemented a number of prototype therapy tools and educational games. These implementations confirmed that the engine works as expected. Some of these programs are currently in use at a local primary school.
AFRIKAANSE OPSOMMING: Die doel van hierdie tesis is om 'n 3D virtuele omgewing en ontwikkelingsplatform vir outistiese spektrum versteuring (OSV) terapiemiddels te ontwikkel. Die gebruik van rekenaargebaseerde terapiemiddels vir OSV terapie is bekend. Om sulke terapiemiddels te ontwikkel is egter duur, tydrowend en is dikwels gerig op spesi eke taal- en kultuurgroepe. Hierdie werk het dit ten doel om hierdie probleme te bowe te kom. Die ontwerp van die platform is gebaseer op die ontwerp van bekende videospeletjie-enjins, maar is aangepas vir die benodigdhede van OSV terapiemiddels. Dit ondersteun standaard funksionaliteit soos 3D uitbeelding, animasie en klank. Ons platform sluit in spesi eke funksionaliteit, wat gerig is op OSV terapiemiddels en opvoedkundige speletjies, naamlik: kykweer, datavaslegging, afstandswaarneming oor 'n netwerk en taal-lokalisering. Verder is 'n abstrakte koppelvlak vir toevoerapparatuur ontwikkel, wat dit moontlik maak om in die toekoms nie-standaard toevoerapparatuur te ondersteun, sonder om bestaande speletjies se implementasies aan te pas. Verder, om die ontwikkeling van speletjies en terapiemiddels te skei van die enjin, is koppelvlakke ontwikkel wat dit moontlik maak om die enjin in Lua en Java te gebruik.
Pon, Kwai-ling, and 潘桂玲. "My wonderful life: developing a game based intervention for patients with advanced cancer." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2009. http://hub.hku.hk/bib/B44751461.
Full textMaung, David. "Tile-based Method for Procedural Content Generation." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461077485.
Full textMader, Stéphanie. "Le "game design" de jeux thérapeutiques : Modèles et méthodes pour la conception du gameplay." Thesis, Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1011/document.
Full textThis PhD thesis explores the field of therapeutic games in order to propose methods and tools for the game designer of such games. The most fundamental design problem of therapeutic games is the gameplay, ie. the game objectives and the actions the player does to address the objectives. In therapeutic game, the gameplay must, at the same time, provide the therapeutic effects and motivate the patient to follow his protocol. The sub-problems of this are 1. the two-fold evaluation (medical and motivation), 2. the exchange of knowledge between game designers and health experts. We propose a therapeutic game design method which begins with the problem definition and ends with the two-fold evaluation. This method integrates the other solutions we propose, particularly the player / game / therapy model and a method to formalize the gameplay
Roan, Robert. "Depth and Digital in Conversation| Practicing Marriage and Family Therapy Directly With Video Game Avatars." Thesis, Pacifica Graduate Institute, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10261875.
Full textSome psychotherapy clients have created video game avatars whose lives in virtual worlds include imaginal material and therefore invite depth psychological consideration. Using hermeneutic, alchemical hermeneutic, and artistic-creative methodologies, this thesis expands the conception of the therapeutic container to include these worlds and characters. The research explores how depth psychology can help Licensed Marriage and Family Therapists integrate their clients’ virtual lives into therapy. A literature review examines the ways computer simulations are different from other activities and describes a postmodern realm where identity is an experiment in a multiplicity of simulations that are both rich and ideological. A multicultural approach is taken in order to treat clients’ avatars and their worlds with dignity and involves an attempt to understand the cultures of technology, digital systems, and video worlds. The author proposes both an overall attitude toward and specific interventions for incorporating the virtual realm into psychotherapy.
Hull, Kevin Boyd. "Computer/video games as a play therapy tool in reducing emotional disturbances in children." Lynchburg, Va. : Liberty University, 2009. http://digitalcommons.liberty.edu.
Full textKhambete, Surendra S. "MANAGING RATIONAL DIVERGENCE: TESTING THE EFFECTS OF A COGNITIVE BEHAVIORAL THERAPY (CBT) TECHNIQUE ON COLLABORATIVE VERSUS COMPETITIVE BEHAVIORS IN A GAME THEORETIC SETTING." Case Western Reserve University School of Graduate Studies / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=case1606306856751918.
Full textGutierrez, Raul. "Therapy & Dragons: A look into the Possible Applications of Table Top Role Playing Games in Therapy with Adolescents." CSUSB ScholarWorks, 2017. https://scholarworks.lib.csusb.edu/etd/527.
Full textCyrillo, Fabio Navarro. "Efeito do vídeo game na reabilitação de pacientes com Osteoartrite de joelho." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/5/5160/tde-13022019-144155/.
Full textSTUDY DESIGN: Randomized clinical trial. OBJECTIVE: Evaluate the effects of video games associated with conventional physiotherapy in relation to pain relief, muscular strength, and function. INTRODUCTION: Knee OA is one of the most prevalent orthopedic diseases in the adult and elderly populations, with a degenerative and progressive character that affects the articular cartilage, limiting the articular range of motion (ROM) due to rigidity and causing important functional restrictions. Virtual Reality (VR) is one of the instruments that can help in the rehabilitation process of patients, motivating them and enabling more assertive movements. METHOD: Ninety patients (65 women and 25 men) between 50 and 70 years old, with a medical diagnosis of OA in at least one knee participated in the study. After completing the WOMAC (Western Ontario and McMaster Universities Arthritis Index) and Lequesne questionnaires, they were evaluated for pain (Visual Analogical Scale - VAS) and muscle strength (hand-held dynamometer).The volunteers signed the Consent Term and were then randomly divided, using opaque, sealed envelopes, into 3 groups: Control group - performed a conventional physiotherapy program with aerobic and muscle strengthening exercises; Experimental group 1 (Wii) - in addition to the conventional program used Nintendo\'s Wii Fit games; Experimental group 2 (Kinect) - complemented the conventional treatment with the Xbox Kinect video game system. RESULTS: The findings of the study demonstrated reduced pain and improved muscular strength and function in the Lequesne Questionnaire for all groups after the intervention (p < .001), however the improvement was more pronounced in the Wii and Kinect groups than in the control group. When comparing the pain and stiffness dimensions, all groups presented significant reductions in the WOMAC questionnaire, dimension A (p < .001), and only the Kinect presented a statistically significant difference post-intervention in dimension C. CONCLUSION: The association of Video Games in the rehabilitation program of patients with knee OA presents superior results to conventional physiotherapy. In addition, the Kinect feature demonstrated superior results regarding patient performance when compared to the Wii system. New studies using different technology are essential to identify whether immersive Virtual Reality features can help patients with knee OA
Vitale, Pasquale. "EVALUATION ANDMEASUREMENTS OF KINECTMOVEMENT DETECTION IN PHYSICAL THERAPY." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-6091.
Full textKnaack, Brooke E. "Can We Play A Game? Art Therapy with a Child Who is Reluctant to Make Art." Digital Commons at Loyola Marymount University and Loyola Law School, 2011. https://digitalcommons.lmu.edu/etd/92.
Full textNETO, ORESTES DINIZ. "MARITAL GAMES: A PROPOSAL OF A SOCIAL CONSTRUCTIONISM MARITAL THERAPY MODEL." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2005. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=7791@1.
Full textO objetivo deste trabalho é propor, em uma perspectiva sistêmica construcionista social, um modelo de terapia de casal orientado pelos padrões interacionais do casal em terapia, tomados como marcadores e preditores da formação e dissolução do laço conjugal. É apresentada uma formulação metodológica para a construção do modelo psicoterapêutico que contempla a explicitação dos aspectos epistemológicos, teóricos, morfológicos e técnicos, em relação à inserção nos campos epistêmico, doxológico, axiológico, e no de demanda social. Dentro desta proposta, são revistos estudos sobre temas relevantes para construção deste modelo terapêutico, tais como padrões da conjugalidade na pós-modernidade; características emergentes dos estudos sobre psicoterapia de casal, enfocando a eficácia e eficiência terapêutica; estudos sobre marcadores e preditores da formação e dissolução da conjugalidade; o processo de mudança em psicoterapia, com o aumento da autonomia e complexidade, como produção de novas subjetividades. O modelo apresentado ressalta, além do enfoque sistêmico na relação psicoterapêutica, a construção social da subjetividade e do significado da conjugalidade, sendo que o terapeuta é coparticipante, provocando, através do seu discurso, perturbações que levem a mudanças de segunda ordem, favorecendo aspectos de criatividade na conjugalidade, dentro do espaço social de construção intersubjetiva. Algumas questões técnicas e éticas são apontadas, assim como são sugeridas novas direções de exploração.
The aim of this paper is to propose, in a social constructionism systemic perspective, a model of marital therapy, oriented by couple`s interactional patterns in therapy, as markers and predictors of the conjugal ties formation and dissolution. It is proposed a methodological formulation, for the construction of a psychotherapeutic model that contemplates the explicitness of the epistemological, theoretical, morphological and technical aspects, concerning the insertion in the epistemic, doxological and axiological fields, and of social demand. Within this proposal, studies on subjects relevant to the construction of this therapeutic model, such as conjugality patterns in post-modernity; characteristics emerging from the studies on couple psychotherapy, focused on therapeutic efficiency and efficacy; studies on markers and predictors of the conjugality formation and dissolution; the changing process in psychotherapy like the increase of autonomy and complexity as the production of new subjectiveness are reviewed. The presented model emphasizes, besides the systemic focus on the psychotherapeutic relation, the social construction of subjectivity and the meaning of conjugality, in which the therapist is a co- participant, stimulating, though his speech, disturbances that take to 2nd level changes, favoring creative aspects in the conjugality, within the social space of intersubjective construction. Some technical and ethical issues are pointed out. New directions of exploration are proposed.
Stevenson, Cassandra. "Applying interactive game-based rehabilitative technology to the treatment of spinal cord injury." Thesis, Southern Connecticut State University, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=1522718.
Full textThis study replicated a mixed-methods, controlled experimental study conducted in 2010, using a game developed for balance rehabilitation and used with a population of survivors of stroke, to gather more data on the strengths and weaknesses of the rehabilitation tool and opinion of its potential effect as an intervention on persons with Spinal Cord Injury, undergoing outpatient treatment at a spinal cord injury center. This data will provide a base for further improvements in the design and use of the tool in therapeutic settings.
Fierro, Annunziato. "Musical Rhythm : How musical rhythm in a serious game can increase the immersion and how the immersion can encourage the rehabilitation process." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-6039.
Full textOswald, Eileen K. "The effect of the "Happy Highway" game on communication of elementary students in initial group counseling sessions." Online version, 2000. http://www.uwstout.edu/lib/thesis/2000/2000oswalde.pdf.
Full textHall, Courtney D., Carolyn K. Clevenger, Rachel A. Wolf, James S. Lin, Theodore M. Johnson, and Steven L. Wolf. "Feasibility of a Low-Cost, Interactive Gaming System to Assess Balance in Older Women." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etsu-works/546.
Full textHall, Courtney D., Stephanie Audiology Rouse, Richard Atlee, Musu Sesay, Katharina Echt, and Faith W. udiology and Speech Lang Pathology Akin. "Efficacy of Gaze Stability Exercises in Older Adults with Non-vestibular Dizziness." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/580.
Full textAlexander, Joseph R. "An Interpretive Phenomenological Inquiry Into Fulfillment Of Choice Theory's Four Basic Psychological Needs Through Console Video Game Engagement." Kent State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=kent1425243488.
Full textValková, Pavla. "Analýza marketingovej stratégie spoločnosti TheRoom na trhu únikových hier." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-264270.
Full textSvensson, Adam. "Implementation of binaural beats in video games : The effects of a therapy based on video games and binaural beats on university students." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19860.
Full textDet finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.
Calixto, Alessandra Mendes. "Vamos jogar um jogo? abordagem de problemas éticos e morais no cuidado em saúde mental a usuários de substâncias psicoativas." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2014. http://hdl.handle.net/10183/104663.
Full textIntroduction: The use of psychoactive substances can affect the individual, family and society. We know that people have serious problems related to the use or abuse of psychoactive substances regardless of the substance, legal or illegal, prescribed or not, considered strong or weak, natural or processed. Once the development of a disorder, drug additive have different causes, complex correlation. This complexity makes us constantly evaluate our practice in health care to support patients who seek care in a hospital service. This work was developed from the demand of people seeking treatment, which aims to discuss and think beyond the problems caused by the use of PAS, but its ethical and moral problems. Problems identified by the subject in the process of recovery of social function, in relation to people nearby, in managing the risks to yourself and others, among other aspects considered important to change lifestyle. Theoretical Rationale: To understand these problems identified by the group dialogued in the social sciences with Anthony Giddens and Alex Honneth, in the area of mental health and behavioral treatment Congnitivo Griffith Edwards, Rangé; in the area of group therapy and Sobell Yallon; to understand the moral and behavioral development Jean Piaget, Hoffman and Émile Durkheim, the interface of bioethics with Potter. Objective: To develop a card game that exemplifies routine situations that are ethical problems and moral conflicts experienced by patients as the basic rules of social interaction before and during hospitalization. Methods: A survey of Descriptors Virtual Health Library (VHL) was conducted: Card Games, Moral Development, Principle-Based Ethics, Adaptation, Psychological; Drug Users, Behavior Therapy, Game Theory, after literature searches were performed in Medline, Lilacs, NIDA (National Institute on Drug Abuse), ABEAD (Brazilian Association of Studies on Alcohol and other Drugs), PubMed, SciELO, ISI and ADDICTION. The study design is qualitative try been held consultations in medical records, individual field diary semi-structured interviews, and focus groups. Sentences that represent the ethical and moral problems were adapted from Game No- Censorship: a matter of principles. The collected data were correlated with the Rules of Coexistence previously developed in workshops by patients in conjunction with the team. The study material was made from the codification - clipping of text in log units: a theme. The raw results were subjected to simple statistical operations (percentages) that allow you to put in relief the information obtained, the N-vivo system being used. Results: We consider that there was involvement and membership of the group in preparing the sentences of the card game. During the development of the game evaluate the process was rich, playful and simple application to reflection of the problems in social life beyond the moral parameters of the group and its ethical frameworks. The contribution of this intervention was the establishment of the culture to reflect on the ethical and moral conflicts identified by patients throughout their lives beyond the problems of coexistence in the hospital. The problems identified by the group were: a difficult relationship with authority figures (father, mother, teacher ...), gender bias, naturalization perception of crime and low empathy for others.
Gkaris, Konstantinos. "First Person Exposure therapy for acrophobia." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-14576.
Full textNyberg, Mats. "Äldres attityder till och resonemang om exergames." Thesis, Umeå universitet, Avdelningen för arbetsterapi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-161415.
Full textMader, Stéphanie. "Le "game design" de jeux thérapeutiques : Modèles et méthodes pour la conception du gameplay." Electronic Thesis or Diss., Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1011.
Full textThis PhD thesis explores the field of therapeutic games in order to propose methods and tools for the game designer of such games. The most fundamental design problem of therapeutic games is the gameplay, ie. the game objectives and the actions the player does to address the objectives. In therapeutic game, the gameplay must, at the same time, provide the therapeutic effects and motivate the patient to follow his protocol. The sub-problems of this are 1. the two-fold evaluation (medical and motivation), 2. the exchange of knowledge between game designers and health experts. We propose a therapeutic game design method which begins with the problem definition and ends with the two-fold evaluation. This method integrates the other solutions we propose, particularly the player / game / therapy model and a method to formalize the gameplay
Wibom, Martin. "Exploration of smell rehabilitation video games." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-45926.
Full textSiconolfi-Morris, Gina C. "USE OF A VIDEO GAME BASED BALANCE TRAINING INTERVENTION ON THE BALANCE AND FUNCTION OF CHILDREN WITH DEVELOPMENTAL DISABILITIES." UKnowledge, 2012. http://uknowledge.uky.edu/rehabsci_etds/8.
Full textFödisch, Philipp. "Instrumentation of CdZnTe detectors for measuring prompt gamma-rays emitted during particle therapy." Doctoral thesis, Helmholtz-Zentrum Dresden-Rossendorf, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:d120-qucosa-224868.
Full textHintergrund: Die Bestrahlung von Krebspatienten mit geladenen Teilchen, vor allem Protonen oder Kohlenstoffionen, ist mittlerweile eine etablierte Methode zur Behandlung von speziellen Tumorarten. Im Vergleich mit der Anwendung von Röntgen- oder Gammastrahlen hat die Teilchentherapie den Vorteil, dass die Dosisverteilung im Patienten präziser gesteuert werden kann. Dadurch werden um den Tumor liegendes Gewebe oder Organe geschont. Die messtechnische Verifikation des Bestrahlungsplans mit der tatsächlichen Dosisdeposition kann über eine Reichweitenkontrolle des Teilchenstrahls erfolgen. Für diesen Zweck werden prompte Gammastrahlen detektiert, die während der Bestrahlung vom getroffenen Zielvolumen emittiert werden. Fragestellung: Die Detektion von prompten Gammastrahlen ist eine Aufgabenstellung der Strahlenmesstechnik. Strahlenanwendungen in der Medizintechnik finden sich insbesondere in der in-vivo Diagnostik. Dabei ist die räumlich aufgelöste Messung von Gammastrahlen bereits zentraler Bestandteil der nuklearmedizinischen Bildgebung, jedoch sind die technischen Anforderungen der Strahlendetektion während der Teilchentherapie im Vergleich mit klassischen Anwendungen weitaus anspruchsvoller. Über den Stand der Technik hinaus müssen für diesen Zweck geeignete Instrumente zur Erfassung der prompten Gammastrahlen entwickelt und erprobt werden. Die elektrotechnische Realisierung bestimmt maßgeblich den Erfolg eines Verfahrens zur Reichweitenkontrolle von Teilchenstrahlen. Konkret bedeutet dies, dass ein geeignetes Detektormaterial mit angepasster Ausleseelektronik, Signal- und Informationsverarbeitung sowie Datenschnittstelle zur Problemlösung eingesetzt werden muss. Damit können die Parameter des Systems (z. B. Segmentierung, Zeit- oder Energieauflösung) in Abhängigkeit der Methode (z.B. Schlitzkamera, Flugzeitmessung oder Compton-Kamera) optimiert werden. Unabhängig vom Verfahren muss das Detektorsystem eine hohe Ratenfestigkeit und einen großen Messbereich (>7 MeV) besitzen. Für die anschließende Evaluierung eines geeigneten Verfahrens zur Bildgebung dürfen die genannten Parameter durch die Elektronik nicht eingeschränkt werden. Eine digitale Signalverarbeitung ist für universelle Aufgaben prädestiniert und die Leistungsfähigkeit einer solchen Implementierung soll hinsichtlich der gestellten Anforderungen bestimmt werden. Material und Methode: Die Instrumentierung eines Detektorsystems für prompte Gammastrahlen beschränkt sich in dieser Arbeit auf die Anwendung eines Cadmiumzinktellurid (CdZnTe, CZT) Halbleiterdetektors. Der Detektorkristall ist durch segmentierte Elektroden in ein 8x8 Pixelarray geteilt. Die analoge und digitale Signalverarbeitung wird beispielhaft mit diesem Detektortyp erprobt und zielt auf die Anwendung zur Reichweitenkontrolle mit einer Compton-Kamera. Die Elektronik wird mit seriengefertigten integrierten Schaltkreisen umgesetzt. Soweit möglich, werden die Funktionseinheiten des Detektorsystems digitalisiert und in einem field-programmable gate array (FPGA) implementiert. Eine effiziente Umsetzung der Algorithmen in Bezug auf Zeitverhalten und Logikverbrauch ist grundlegend für den Entwurf der digitalen Schaltungen. Das Messsystem wird mit radioaktiven Prüfstrahlern hinsichtlich Messbereichsdynamik und Auflösung charakterisiert. Schließlich wird die Leistungsfähigkeit hinsichtlich der Anforderungen der Teilchentherapie mit Experimenten am Teilchenbeschleuniger untersucht. Ergebnisse: Es wurde ein Detektorsystem auf Basis von CZT Pixeldetektoren entwickelt und erprobt. Obwohl der Einsatz einer anwendungsspezifischen integrierten Schaltung zweckmäßig wäre, wurde dieser Ansatz zurückgewiesen, da kein verfügbarer Schaltkreis die Anforderungen erfüllte. Stattdessen wurde eine vielkanalige, kompakte und rauscharme analoge Verstärkerschaltung mit seriengefertigten integrierten Schaltkreisen aufgebaut. Letztendlich werden die 65 Informationskanäle eines Detektors digitalisiert, verarbeitet und visualisiert. Eine fortschrittliche digitale Signalverarbeitung überführt die traditionellen Ansätze der Nuklearelektronik in Algorithmen und digitale Filterstrukturen für einen FPGA. Es konnte gezeigt werden, dass die digitale Pulsverarbeitung in Bezug auf die charakteristischen Signale (u.a. variierende Anstiegszeiten, tiefenabhängige Energiemessung) eines CZT Pixeldetektors eine sehr gute Energieauflösung (~2% FWHM at 511 keV) sowie eine Zeitmessung im Bereich von einigen 10 ns ermöglicht. Weiterhin haben die experimentellen Ergebnisse gezeigt, dass der Dynamikbereich des Detektorsystems im Vergleich zum bestehenden Prototyp der Compton-Kamera deutlich verbessert werden konnte (~10 keV..7 MeV). Nach allem konnten auch Zählraten von >100 kcps in einem hochenergetischen Strahl mit dem CZT Pixeldetektor verarbeitet werden. Dies stellt aber lediglich eine Begrenzung des Detektors aufgrund seines Volumens, nicht jedoch der Elektronik, dar. Zudem wurde die Vielseitigkeit der digitalen Signalverarbeitung auch mit anderen Detektormaterialen (u.a. CeBr3) demonstriert. Mit Voraussicht auf einen hohen Datendurchsatz in einer verteilten Datenerfassung von mehreren Detektoren, wurde als Datenschnittstelle eine Gigabit Ethernet Verbindung implementiert. Schlussfolgerung: Um die Leistungsfähigkeit eines CZT Pixeldetektors vollständig auszunutzen, ist eine digitale Signalverarbeitung zwingend notwendig. Ein entscheidender Vorteil des digitalen Ansatzes ist die einfache Handhabbarkeit in einem vielkanaligen System. Mit der Digitalisierung wurde ein notwendiger Schritt getan, um die Komplexität einer Compton-Kamera beherrschbar zu machen. Weiterhin zeigt die Technologiebewertung, dass ein CZT Pixeldetektor den Anforderungen der Teilchentherapie für die Messung prompter Gammastrahlen stand hält. Der bisher eingesetzte Streifendetektor muss zugunsten einer gesteigerten Effizienz und verbesserter Energieauflösung durch den Pixeldetektor ersetzt werden. Mit der Integration des entwickelten digitalen Detektorsystems in eine Compton-Kamera muss abschließend geprüft werden, ob dieses Verfahren für die Reichweitenkontrolle in der Teilchentherapie anwendbar ist. Auch wenn sich herausstellt, dass ein anderes Verfahren unter klinischen Bedingungen praktikabler ist, so kann auch dieses Detektorsystem von der gezeigten Instrumentierung eines digitalen Signalverarbeitungssystems profitieren
Bhatti, Pamela T., Susan J. Herdman, Siddarth Datta Roy, Courtney D. Hall, and Ronald J. Tusa. "A Prototype Head-Motion Monitoring System for In-Home Vestibular Rehabilitation Therapy." Digital Commons @ East Tennessee State University, 2012. https://dc.etsu.edu/etsu-works/550.
Full textFranzé, Daniel Luis. "Dosimetria por imagem para o planejamento específico por paciente em iodoterapia." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/59/59135/tde-28012016-152844/.
Full textRadio-iodine therapy is the main form of treatment for patients with diseases on the thyroid, such as hyperthyroidism caused by Graves\' disease or thyroid cancer. This treatment consists in the intake of a radionuclide, the iodine isotope of atomic mass 131 (131I). The radioisotope therapy is applied in a variety of tumors and since the patient receives it intravenously or orally, certain amount of radionuclide reaches different organs and tissues than the ones expected. Even the radioactive material accumulated in the region of interest contributes to the energy deposition on healthy tissues. Therefore, it is necessary a treatment planning. However, 80% of nuclear medicine therapy the administered activity is based in quantity as patients weight, age or height. The patient-specific therapy planning occurs in less than 20% of applications in nuclear medicine. Considering that information, this work aims to conduct a dosimetric study based on images so that in the future could be used in clinical routines for patient-specific radioiodine therapy. Were acquired tomographic images (SPECT-CT) of a thyroid phantom filled with 131I. The phantom was consistently reproduced according to the literature, with some improvements allowing the placement of thermoluminescent dosimeters into small cavities. Such phantom was used for the acquisition of SPECT-CT images. The images were inserted into the GATE software, based on GEANT4 tool, which allows the simulation of radiation interaction with matter, through the Monte Carlo method. Those images were converted into acceptable format for GATE and through the development of a command script, the simulations were performed in order to estimate the dose in each region of the image. Since the dosimeter remained exposed to the radioactive material for a few days, to reduce computational time and estimate, by simulation, the dose over the same period of time which the dosimeter has been exposed, it was necessary to extrapolate the equation and calculate the dose for this time. Two images acquisitions were made, the first with an inhomogeneous source distribution and the second with a homogeneous distribution. For the inhomogeneous acquisition, the simulation and TLD values have the same magnitude and both of them vary in proportion to the source distance. The relative difference ranges from 1% to 39% depending on the dosimeter. For the homogeneous one, despite being in the same magnitude either, the values are much lower x than expected, with a difference of up to 70%, and the simulated data, in general are half the TLD values. The technique is not yet ready to be implemented in clinical routine, but through studies of correction factors and new acquisitions, this technique may in the near future, be used.
Dobry, Stella Christine. "The Moderating Effect of Attachment Behaviors on the Association Between Video Game Use, Time Together as a Problem, and Relationship Quality." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/5931.
Full textZiegler, Kratz Nancy Ann. "First Impressions of Therapists: the Effect of Therapist Gender, Gaze, Smiling and Subject Gender." Thesis, University of North Texas, 1988. https://digital.library.unt.edu/ark:/67531/metadc332258/.
Full textGrevillot, Loïc. "Monte Carlo simulation of active scanning proton therapy system with Gate/Geant4 : Towards a better patient dose quality assurance." Phd thesis, INSA de Lyon, 2011. http://tel.archives-ouvertes.fr/tel-00735746.
Full textWang, Zhong. "A UNIFYING HYPOTHESIS FOR THE MULTIPLE WAVEFORMS OF INFANTILE NYSTAGMUS AND THEIR IDIOSYNCRATIC VARIATION WITH GAZE ANGLE AND THERAPY." Case Western Reserve University School of Graduate Studies / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=case1210605209.
Full textLoth, Joanne Marie. "Mind games : applying White’s principles of narrative therapy to the creation of a cabaret about depression and bipolar disorder." Thesis, Queensland University of Technology, 2011. https://eprints.qut.edu.au/49434/1/Jo_Loth_Thesis.pdf.
Full textSousa, Azuíla da Silva. "Serious games para a fonoaudiologia: uma abordagem voltada à terapia em motricidade orofacial." Universidade Federal da Paraíba, 2011. http://tede.biblioteca.ufpb.br:8080/handle/tede/6567.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
Due to the development of computer technology and its presence in the daily routine of professionals and students, more resources have emerged with the aim of providing an efficient way to transmit and enhance knowledge in all fields of science. In medical and therapeutic offices, is commonplace to note the existence of computer tools such as visualization applications, games and simulators that enable therapeutic methods based on information technologies and communication. Due to the fact that Speech Pathology is a profession in constant development, this study proposes describing and demonstrating the importance of using technology in speech-language therapies. Thus, it was necessary to conduct a field survey for lifting the profile of professionals of speech pathology on the use of technology in their clinical practice as well as a literature search on existing applications in general healthcare and in speech therapy. Later, it was proposed the building of an application to support rehabilitation processes. It was noticed that there is need for research directed to the field of Speech-therapy concerning to the use of assistive technology for speech-language therapies. Although there are specific computer programs for rehabilitation, little is known about the evaluation and validation of these software in scientific literature. It was developed a game as a way to assist in the treatment of atypical swallowing. The game, called MOtrilha, can support therapeutic techniques for the correction of atypical swallowing. It is one more tool to help professionals and to motivate patients.
Em virtude do desenvolvimento da tecnologia computacional e sua presença no dia-adia de profissionais e estudantes, mais recursos tem surgido com o objetivo de proporcionar uma forma eficaz de transmitir e aprimorar conhecimentos em todas as áreas das ciências. Nos consultórios médicos e terapêuticos, é comum observar a existência de ferramentas computacionais como aplicativos de visualização, jogos e simuladores que possibilitam métodos terapêuticos baseados em tecnologias da informação e comunicação. Sendo a Fonoaudiologia uma profissão em constante desenvolvimento, o presente estudo propõe-se a descrever e apresentar o uso de tecnologias em terapiasfonoaudiológicas. Para tanto, foi necessária a realização de uma pesquisa de campo para o levantamento do perfil de fonoaudiólogos quanto à utilização de tecnologias na sua prática clinica, assim como uma pesquisa bibliográfica sobre os aplicativos existentes na área da saúde em geral e em Fonoaudiologia. Posteriormente, foi proposta a construção de um aplicativo para o auxílio à reabilitação fonoaudiológica. Percebeu-se que há necessidade de pesquisas direcionadas ao campo da Fonoaudiologia concernentes ao uso de tecnologias de apoio a terapias fonoaudiológicas pois, embora existam programas computacionais específicos para a reabilitação, pouco se sabe a respeito da avaliação e validação dos mesmos respaldados na literatura científica. Foi realizada a construção do jogo MOtrilha como forma de auxiliar nos tratamentos de Deglutição Atípica. O jogo visa contribuir na facilitação e melhor aproveitamento das técnicas terapêuticas para a correção da Deglutição Atípica, sendo uma ferramenta a mais para o auxílio do profissional e motivação dos pacientes.
Smoot, Senia I. "Effect of an Acute Sensory Integration Therapy on the Postural Stability and Gaze Patterns of Children with Autism Spectrum Disorder." University of Dayton / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1386151416.
Full textAndersson, Moa. "What key design features can be identified in creating a tool/game for helping children open up about sexual abuse through the collaboration with health care professionals?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17227.
Full textJerling, P. A. (Petra Adriana). "Music therapy for second language English-speaking learners in an english-medium school : a case study." Diss., University of Pretoria, 2013. http://hdl.handle.net/2263/41587.
Full textDissertation (MMus)--University of Pretoria, 2013.
lmchunu2014
Music
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Elia, Alessio. "Characterization of the GATE Monte Carlo platform for non-isocentric treatments and patient specific treatment plan verification at MedAustron - Vienna - Austria." Thesis, Lyon, 2019. http://www.theses.fr/2019LYSEI002/document.
Full textThe goal of this PhD is to develop and validate an independent dose calculation method in order to support the intense commissioning work of a Light Ion Beam Therapy (LIBT) facility, and to validate the Treatment Planning System (TPS) dose calculation. The work focuses on proton therapy treatments and is held as a collaboration between the CREATIS laboratory (Lyon, France) and the MedAustron - Vienna - Austria Ion Therapy Center (Wiener Neustadt, Austria). At MedAustron - Vienna - Austria, in order to exploit a sharp lateral penumbra for the proton beam as well as to improve the accuracy of the TPS dose calculation algorithms, the air gap between the treatment head window and the patient is reduced by moving the patient towards the treatment head. Therefore, non-isocentric treatments have to be accurately taken into consideration during modeling as well as validation phase as moving the target away from the room isocenter may lead to reduced treatment accuracy. In this study, the parametrization of the proton pencil beam follows the recommendations provided in Grevillot et al. (2011), but including a full nozzle description. Special care is taken to model the pencil beam properties in non-isocentric conditions, including the use of a Range Shifter (RaShi). The characterization of the pencil beam is based solely on fluence profiles measured in air and depth dose profile acquired in water. In addition, the presented model is calibrated in absolute dose based on a newly formalism in dose-area-product presented in Palmans and Vatnitsky (2016). Eventually, a detailed validation is performed in water, for three-dimensional regular-shaped dose distributions. Several parameters commonly exploited in proton dosimetry such as range, distal penumbra, modulation, field sizes and lateral penumbra for proton dosimetry are evaluated for validation purposes. The pencil beam optics model reached an accuracy within the clinical requirement of 1mm/10% and it is not affected by the complexity of non-isocentric treatments and the use of a RaShi. Ranges are reproduced within 0.2 and 0.35 mm (max deviation) without and with range shifter, respectively. The dose difference in reference conditions is within 0.5%. The 3D dose delivery validation in water was within 1.2% at maximum. The agreement of distal and longitudinal parameters is mostly better than 1 mm. The obtained results will be used as a reference for the future clinical implementation of the MedAustron - Vienna - Austria independent dose calculation system. As an example of the potential clinical outcome of the presented work, the patient specific quality assurance measurements performed in water have been successfully reproduced within the clinical requirement of 5% accuracy for a few patients
Perrot, Yann. "Evaluation de la dose déposée par des faisceaux d'électrons en radiothérapie dans des fantômes voxelisés en utilisant la plateforme de simulation Monte Carlo GATE fondée sur GEANT4 dans un environnement de grille." Phd thesis, Université Blaise Pascal - Clermont-Ferrand II, 2011. http://tel.archives-ouvertes.fr/tel-00721940.
Full textBouzid, Dounia. "Simulation Monte Carlo GATE et dosimétrie en radiothérapie peropératoire pour le cancer du sein." Thesis, Brest, 2015. http://www.theses.fr/2015BRES0065.
Full textExternal radiation therapy is an important part of breast conservative treatment. The conventional calendar is to deliver a total dose of 50 Gy in 25 fractions over 5 weeks. For certain categories of women, 5 to 6 weeks of radiotherapy, with long and frequent transport is sometimes difficult to achieve. Intra-operative radiotherapy (IORT) helps to prevent the risk of local recurrence in the tumor bed, and only requires a few days of hospitalization. This study focuses on the use of a miniaturized low energy X-ray source (50kV). After surgical resection of the tumor, an applicator is inserted into the tumor bed and the system delivers a single dose of 20 Gy on its surface. However, there is no custom prescription and this is questionable since an official text recommends optimizing the individual dose. In this context, a Monte Carlo calculation makes it possible to accurately assess the dose delivered to the patient by simulating the transport of particles. This thesis proposes to assess the absorbed dose criterion as accurately as possible from a realistic model of the X-ray source and individual dose calculations using Monte Carlo simulations taking into account the tissue heterogeneities of the breast. In vivo dosimetric measurements also confirm the results of simulations
Smith, Julia L. "The Effect of Pairing Adult Eye Gaze With a Communication Device on the Frequency and Duration of Joint Attention Episodes in Typically Developing Infants." Ohio University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1217036405.
Full textRossi, Maria Lucia. "Jogo terapêutico computadorizado na terapia com crianças." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/5/5142/tde-12052015-103032/.
Full textIntroduction: Computer-mediated child psychotherapy can make patients more collaborative and motivated, decrease the stigma of going to therapy, closen and improve the relationship with the therapist, facilitate the understanding of fundamental therapeutic concepts within the cognitive-behavioral approach, improving their problem solving skills, as well as structure therapy sessions. Objective: To create a computerized protocol for psychotherapeutic treatment of children called Projeto Transformador. To assess the project\'s feasibility and usefulness as a therapeutic instrument. Method: Two studies were performed, one with children and one with therapists. Both studies were open and used quantitative and qualitative methods. The first study (A) was conducted with ten children with anxiety disorders who responded to evaluation scales and questionnaires. In the second study (B), twelve therapists used Projeto Transformador in their clinical practice and their experiences were heard and analyzed. Results: The data collected showed that both children and therapists were satisfied with the computerized program Projeto Transformador and that the program proved to be useful, motivating the implementation of randomized clinical tests