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Letteratura scientifica selezionata sul tema "Jeux sérieux – Emploi en thérapeutique"
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Articoli di riviste sul tema "Jeux sérieux – Emploi en thérapeutique"
Drummond, D. "Prise en charge de l’enfant allergique à l’heure des nouvelles technologies. Pour l’éducation thérapeutique : les jeux vidéo sérieux". Revue Française d'Allergologie 59, n. 3 (aprile 2019): 169–71. http://dx.doi.org/10.1016/j.reval.2019.01.011.
Testo completoTesi sul tema "Jeux sérieux – Emploi en thérapeutique"
Alves, Camille Marques. "Development of a new methodology for quantitative analysis of rigidity in Parkinson’s disease". Electronic Thesis or Diss., Université de Lorraine, 2024. https://docnum.univ-lorraine.fr/ulprive/DDOC_T_2024_0074_MARQUES_ALVES.pdf.
Testo completoIntroduction: Parkinson's disease (PD) is a chronic neurodegenerative disorder that predominantly impairs motor function and affects millions of people worldwide. Rigidity is one of the main symptoms of PD and is present in around 89% of patients. This rigidity makes it difficult to move limbs, affecting the quality of life of these people. The assessment of rigidity is of great importance in clinical practice to monitor the rehabilitation process. Traditional methods for assessing rigidity, such as the Movement Disorder Society - Unified Parkinson's Disease Rating Scale (MDS-UPDRS) have limitations, leading to the exploration of novel approaches. However, there are still no standardised quantitative measures for this assessment. Therefore, there is great interest in implementing new methods that can adequately quantify this disorder. Methods that use Electromyography (EMG) and joint amplitude sensors are very promising. Objective: Therefore, the general objective of this research is to propose and evaluate a method for the quantitative assessment of wrist rigidity in patients with PD, using inertial sensors and EMG. Methods: Initially, a literature review was conducted to identify the most suitable and consistent sensors for this purpose. Based on this review, an experimental protocol was developed that incorporates a variety of movements, including active, slow passive, and fast passive stretches, to capture different aspects of rigidity. The protocol also includes participant interaction with the RehaBEElitation, a serious game that aims to provide an engaging and accessible approach to assessing rigidity. For the study, 15 people with PD were evaluated, in the ON and OFF states of the medication and 15 healthy people, matched in sex and age. Results and Discussion: The main findings highlight speed as a crucial determinant in the manifestation of rigidity in individuals with PD. It was observed that fast passive movements were the most effective in causing and highlighting rigidity, while slow passive movements showed less significant results. Furthermore, phase 4 of RehaBEElitation emerged as a highlight, proving to be crucial for identifying and evaluating rigidity. Features estimated from signals of accelerometers and gyroscopes were particularly notable, demonstrating strong correlation with MDS-UPDRS assessment, and offering valuable insights into the movement dynamics. On the other hand, EMG proved to be more effective, in detecting rigidity, when movements were ordered, highlighting the importance of muscular coordination in assessing rigidity when using this method. These findings highlight the complexity of rigidity in PD and the need for multifaceted and sensitive approaches to its assessment and understanding. Conclusion: In conclusion, this study successfully developed and implemented a new method to quantify wrist rigidity in individuals with PD. The results demonstrated strong correlations between sensor data and clinical assessments, indicating the effectiveness of the developed method in accurately quantifying wrist rigidity in different disease states. These findings underscore the potential of the proposed approach to improve the clinical management of PD, offering valuable insights into motor symptoms and paving the way for personalized interventions tailored to address rigidity and improve quality of life for PD patients
Djaouti, Damien. "Serious Game Design : considérations théoriques et techniques sur la création de jeux vidéo à vocation utilitaire". Toulouse 3, 2011. http://thesesups.ups-tlse.fr/1458/.
Testo completoNowadays, videogames are an important part of popular culture. Although videogames are most famous as leisure, the wave of " Serious Games " aims to use them for a wide range of serious purposes: teaching, communication, therapy, professional training, advertising, political propaganda. . . This thesis focuses on the design of such " Serious Games ". More specifically, we will try to identify means able to ease the creation of Serious Games. To achieve this goal, we will first concentrate on the analysis of means used to ease the creation of entertainment videogames. We will then try to evaluate how these means can be relevant to ease the creation of Serious Games. Through this process, we will specify the difference between the design of an entertainment videogame and a Serious Game. This research was conducted with the help of an industrial partnership involving three companies and institutions. The main contributions of this thesis are: -A global view of the " Serious Game " field through a corpus of 2218 titles. -An analysis of the " theoretical " tools able to ease the creation of videogames, backed with four case studies coming from our industrial partners. This study of the " theoretical " side of the Serious Game Design process will result in a synthetic methodology to create Serious Games. -An analysis of the " technical " tools able to ease the creation of videogames, based on a corpus of 400 software tools. This study will result in an open and collaborative database of videogame creation tools. -An evaluation of these " theoretical " and " technical " tools through a university course whose goal is to teach the basics of Game Design. This evaluation will point out several limitations in the available tools. This study will thus result in a specification of desired features for a tool able to ease the creation of Serious Games in an educational environment. -Two software experimentations aiming to create a tool embedding all the features listed in the previous specification. The first experiment failed to reach this goal, but the second one shows a promising mid-term result: this prototype tool was successfully used to create one of the Serious Games designed for our industrial partners
Hajji, Michel. "La création virtuelle dans le jeu vidéo : un outil de travail clinique. Sortie du mutisme adolescent par sa progéniture virtuelle". Thesis, Sorbonne Paris Cité, 2018. http://www.theses.fr/2018USPCC075.
Testo completoThis entails a research project which arose in response to a need in clinical work with several young adolescents from diverse backgrounds exhibiting “selective mutism”. Their refusal to speak on the psychologist's couch posed a challenge in therapy. We therefore created a mediation apparatus composed of a life simulation video game and a fictional genogram. We attempted to demonstrate that the teenagers in question can recover verbal symbolization not requiring access to the real version of their family histories which are at the root of the problem. Fictional creativity and the interpersonal work with the psychologist can suffice. Theories on symbolism and subjectivation as well as trans-generational psychoanalysis are at the heart of the notions which allowed us to understand and to conceptualize the process we put in practice
Golliot, Julie. "Vers une rupture cognitive et conceptuelle dans l'orientation de la dimension soignante en rééducation fonctionnelle cognitive ˸ : introduction d'un Serious Game thérapeutique agissant en tant que dispositif de médiation". Electronic Thesis or Diss., Toulon, 2020. http://www.theses.fr/2020TOUL4001.
Testo completoThis CIFRE thesis within a health organization led us to focus on executive functions, involved in cognitive control in situations requiring an articulation of actions or thoughts directed towards a final goal. These processes enable to focus on a task (Attention), to memorize and manipulate information (Working memory), to adapt to new environments or rules (Mental flexibility, Inhibition) and more generally take part when habits and automatisms are not sufficient to achieve these goals (Planning, Strategy). As patients do not recognize their disorders (Anosognosia), their therapists find it difficult to involve them in their rehabilitation so that they regain a sufficient autonomy to return home. Through our participative Research-Intervention approach, we have set up a plural methodological framework anchored in the health organization. Inspired by Design Thinking, User Centered Design and Universal Design, we conducted multiple observations, interviews, creativity sessions and user tests with therapists and patients in an iterative manner throughout our research. This allowed us to consider their representations, linked to the dynamics of the lived situation, constructed in the course of action and dependent on the actors' strategies. Thanks’ to that, we dynamically co-designed S'TIM, an immersive therapeutic Serious Game based on the theories of mind, self-determination, commitment, and activity. A great deal of attention has also been paid to the Experience lived through the proposed scenario as well as to the possibilities of learning in a virtual universe before facilitating a transfer of what has been learned into everyday life situations. By their accompaniment, therapists play a primordial role here.S'TIM thus contains keys for action, ways of mobilizing these keys, and strategies for using them in a relevant way. It therefore includes and articulates a know-how, a knowledge-understanding and a knowledge-combining that positions it as a masterpiece of expertise. This approach can also be applied in other, multiple contexts, where commitment through a SG is the keystone of the project in any situation related to hybrid forms of learning.Finally, we studied the involvement of the learning organization in the project and its appropriation of the system. While it was stakeholder, changes induced at a micro level by digital technology have not really been translated into the organizational dynamics. We find again the question of perpetuation, of consolidation allowing a real rearrangement. Support is thus essential to observe a real shift in the relationship between patients and therapists, the starting point for the emergence of new therapeutic and then organizational forms that are generally more structuring
Duguay, David. "Design de jeux pour la santé : utilisation de jeux sérieux pour favoriser l’adhésion aux exercices thérapeutiques chez des jeunes patients atteints de fibrose kystique". Thesis, 2020. http://hdl.handle.net/1866/24116.
Testo completoVers l’âge de 7 ans, les patients atteints de fibrose kystique (FK) sont amenés à suivre une thérapie par pression expiratoire positive (PEP). Celle-ci consiste à réaliser une série d’exercices respiratoires répétitifs et méthodiques. Cependant, ces exercices peuvent être ennuyeux et démotivants pour des jeunes enfants et entrainent un taux d’adhésion quotidien de moins de 50%. Ce faible résultat affecte grandement la qualité et l’espérance de vie à long terme des patients, en plus d’avoir un impact social et familial considérable. Ces derniers utilisent les aspects ludiques et interactifs des jeux vidéo pour motiver et susciter l’engagement des sujets envers l’activité et son contenu. Ils ont déjà faits leurs preuves dans le domaine de la santé et de l’éducation en favorisant l’apprentissage ou la réhabilitation par exemple. Ce projet de recherche-création cherche à valider la possibilité d’utiliser des jeux spécialement conçus pour la thérapie PEP ainsi que l’intérêt des jeunes atteints de FK à les utiliser dans le cadre de leurs exercices thérapeutiques. L’objectif est de favoriser l’adhésion des jeunes envers cette thérapie et faciliter l’apprentissage et l’application des techniques associées. Cette approche ludique vise ultimement à améliorer la qualité de vie des jeunes atteints de FK dans la durée. Grâce à une collaboration entre des étudiants de l’Université de Montréal et des spécialistes en santé de la clinique de FK du CHU Ste-Justine, trois prototypes de jeux et un prototype d’interface électronique, utilisé pour contrôler les jeux et pour être compatibles avec l’appareil PEP le plus utilisé en Amérique du Nord (le PariPEP®), ont été conçus dans le cadre de ce projet. Les prototypes ont été testés sur place, à la clinique FK de l’hôpital pour enfants, dans le cadre d’une étude pilote effectuée auprès de 10 jeunes patients, toutes et tous âgés entre 8 et 10 ans.
At around the age of 7 years old, younger patients diagnosed with cystic fibrosis (CF) are usually prescribed a new therapy using positive expiratory pressure (PEP). For PEP therapy, patients are required to perform a series of repetitive and methodical breathing exercises to improve lung capacity among other health benefits. However, these exercises can be boring and demotivating for young children. As a result, daily adherence rate to PEP therapy is less than 50%. In turn, this affects the quality of life and long-term health of patients as well as directly impacting their families. In the education and health sectors, serious games are already used with children to help them with learning, therapy and even physical rehabilitation. Serious games leverage the fun and interactive aspects of video games to motivate and improve the commitment of the player to learn the targeted material or adhere to a specific health behaviour. This research-creation project seeks to validate the efficacy of using games specially designed to help patients adhere to PEP therapy exercises more regularly. The objective is to encourage them to get involved in their daily exercises and to facilitate the learning and application of the breathing techniques. This playful approach ultimately aims to improve the quality of life of CF children over time. Leveraging a multi and interdisciplinary collaboration between students from University of Montreal and specialists from the CF clinic at CHU Ste-Justine, three games prototypes and an electronic device prototype, used to control the games, were developed for the most popular PEP device in North America (PariPEP®). The games and electronic device prototypes were tested at the CF clinic, within the hospital for children, as part of a pilot study with 10 young patients, aged from 8 to 10 years old.
Libri sul tema "Jeux sérieux – Emploi en thérapeutique"
Bradway, Kay. Sandplay: Silent workshop of the psyche. London: Routledge, 1997.
Cerca il testo completo1930-, Friedman Harriet S., e Mitchell Rie Rogers 1940-, a cura di. Supervision of sandplay therapy. East Sussex: Routledge, 2007.
Cerca il testo completoSandplay Wisdom. Taylor & Francis Group, 2021.
Cerca il testo completoFriedman, Harriet S., e Rie Rogers Mitchell. Sandplay Wisdom: Understanding Sandplay Therapy. Taylor & Francis Group, 2021.
Cerca il testo completoFriedman, Harriet S., e Rie Rogers Mitchell. Sandplay Wisdom: Understanding Sandplay Therapy. Taylor & Francis Group, 2021.
Cerca il testo completoFriedman, Harriet S., e Rie Rogers Mitchell. Sandplay Wisdom: Understanding Sandplay Therapy. Taylor & Francis Group, 2021.
Cerca il testo completoSandplay Wisdom. Taylor & Francis Group, 2021.
Cerca il testo completoSandplay therapy: Research and practice. London: Routledge, 2011.
Cerca il testo completoDynes, Robin. Reminiscence Puzzle Book: 1930s-1980s. Taylor & Francis Group, 2021.
Cerca il testo completoDynes, Robin. Reminiscence Puzzle Book: 1930s-1980s. Taylor & Francis Group, 2021.
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