Summary Background Lingual exercises are commonly used in clinical practice for swallowing rehabilitation. Associating lingual exercises with computer games increases motivation, which influences tongue motor performance. Objective To investigate the effects of tongue movement direction; resistance force level; repetition number; sustained tongue contraction duration; age and gender on tongue motor performance in healthy adults using computer games. Methods An observational pilot study was carried out at a university laboratory. Nine healthy adults, aged 22 to 38 years, used an intra‐oral joystick controlled by the tongue to play four computer games. The participants had to reach 12 targets that appeared on the computer screen using the intra‐oral joystick. Motor performance was measured by the number of attempts to score and the time during which the target force was maintained. Tongue motor performance was compared among tongue movement direction, resistance force level, game round number, and continuous force application time on the target, age and gender. Results The number of attempts depended significantly on the direction, continuous force application time on the target and age. The time during which the target force was maintained depended significantly on the direction, continuous force application time on the target and game round number. There were no significant differences in the comparisons by gender or by resistance force level. Conclusions It was seen that young adults had their best performance in the downward direction, on the third round, holding the force for a shorter time. The performance deteriorated as age increased.
Oral motor exercises, for recovering tongue strength, can be integrated with computer games to increase motivation, especially for treatments in children. The aim of this study was to investigate the influence of tongue strength on motor performance in computer games reliant on lingual force generation. An observational study was carried out at a speech‐language pathology outpatient university clinic. Twenty participants (10 with normal tongue strength and 10 with reduced tongue strength) aged 8‐13 years used an intra‐oral joystick controlled by the tongue to play six computer games during which they had to reach targets that appeared on the screen. Motor performance was measured by the number of attempts to score and the time during which the target force was maintained. Tongue motor performance was compared between groups and across directions of tongue movement, resistance force levels, order of target appearance, continuous force application time on the target, age and sex. Children with normal tongue strength had a lower number of attempts to score (P = .014) and maintained the target force for longer periods (P = .002) than those with reduced tongue strength. The performance was better for both groups (a) in the downward direction compared with the performance in other directions, (b) in games with the lowest resistive force level (0.5 N) compared to those with other levels of resistive force and (c) in the second and third rounds compared with the first round. There were no gender‐related differences in performance. Older participants performed better than younger participants. Tongue strength, direction of movement, force to reach the target, time of continuous force application, order of target appearance and age influenced tongue motor performance.
PURPOSE: To investigate the motivation and the effects of: tongue movement direction; resistance force level; repetition number; and sustained tongue contraction duration on tongue motor performance in healthy pre-teen children using computer games. METHODS: An analytical observational cross-sectional study was conducted with 15 healthy 11-13 year-old children with normal lingual strength. The participants played six computer games using a tongue-controlled joystick. The series varied the time for continuous force application on the target (3 and 5 seconds) and the target force level (0.5, 1 and 2 N). After the tests, the participants answered a questionnaire about their impressions and reactions to the game. The variables analyzed were number of attempts to score (NAS), time for which the target force was maintained (TTFM), and the time spent for scoring (TSS). RESULTS: Of 43 normally developing candidates screened for the study, 15 (35%) were included for having entirely normal tongue structure and function and for being able to complete all of the study tasks. Of the 15 participants, 11 (73.3%) said that it was easy to play, three (20.0%) found it a bit hard to play, and only one (6.6%) considered it difficult to play. The results suggest that healthy individuals with normal lingual structure and function are able to successfully perform the games, but those with longer durations of sustained contraction (5 seconds) and the most required force (2 N) are the most difficult. Leftward and upward movements were more difficult than rightward and downward movements. CONCLUSION: All of these carefully selected participants were able to perform all of the study tasks, indicating that this method is feasible for pre-teens with normal lingual structure and function. The joystick device encouraged the participants to perform tongue movements that may be part of the typical orofacial myofunctional treatment exercises for tongue function. Results indicated that this game has the potential to be highly motivating for pre-teen children who are able to perform the tasks.
This work presents the effect of the high curvature to thickness ratio on the characteristics of Lamb Waves propagating over the skins of composite structures. It is accessed how the curvature on composite skins affects the group velocity of the symmetrical (S0) and asymmetrical (A0) wave modes. It is also accessed the gradient of curvature effect, when the wave propagates from a flat to a curved part on the skin. The results are intended to be used for the improvement of structural health monitoring of wings and wind turbine blades. This is accomplished through dynamic explicit linear finite element method simulations of plates with flat and curved parts made of Eglass-epoxy bidirectional laminate. As the skin structures are often designed to withstand torsional loads, the fibers are aligned with 45 degrees from the leading edge (curved region) throughout the analysis. Several skins with different curvature to thickness ratios are generated and simulated. Results and trends are presented and can be used to improve the algorithms for damage detection on those structures. It is shown that the group velocity of the incoming waves change considerably with the presence of curvature, for both main modes of vibration.
Purpose: to analyze the content and construct validity of an instrument for tongue performance assessment in activities associated with digital games. Methods: to analyze content validity, ten speech-language pathologists answered a questionnaire in which each item of the instrument and the set of items were judged as to its representativeness. The content validity index and the modified Kappa statistics were calculated. To analyze construct validity, 20 participants, with age between 8 and 13 years, (10 children with weak tongues and 10 children with normal tongue strength) performed a game activity with the T-Station, involving 12 targets with 2 N of strength and 5 s of time for sustained contraction for each target. The performance was compared, for each item of the instrument, between groups. Results: most of the items obtained satisfactory score according to the speech-language pathologist’s evaluation. Children with reduced tongue force had a poorer performance than those with normal tongue force, with a statistically significant difference in three items of the instrument. Conclusion: the instrument proved to be valid as a method for evaluating performance in activities associated with the T-Station.
Improving efficiency and productivity of industrial manufacturing activities is crucial in today’s global economy and the advanced engineering methods they have proven to be an effective solution to better understand the operation of the processes. The technological problem in wiredrawing is conditioned by multiple factors such as drawing die geometry, tribological system, process speed and the state of the metal to be drawn, among others. A wire rod of CuZn37 alloy brass with Ø8 mm is obtained by continuous casting process from electrolytic materials. The structural state of the initial wire rod and the draft sequence conditions the deformations and residual stresses accumulated in its cross section, affecting the sequential process and final quality. The present work proposes a complete analytical-numerical study aided to the better understanding of the problem for the design of a process proposal for an adequate continuous wiredrawing sequence for the production of Ø2 mm brass wire. An industrial sequence without intermediate annealing was evaluated by the analytical-numerical procedure allowing to better understand the technological problems involved. This methodology has allowed to check that it is not possible to achieve such a high degree of reduction ratio above of r=0.70÷0.75, without applying intermediate annealing heat treatment.
This paper will present the development of a simple subsonic boundary layer method suitable to be used coupled with panel methods in order to estimate the aerodynamic characteristics, including viscous drag and maximum lift coefficient, of 3D wings. The proposed method does not require viscous-inviscid iterations and is based on classical integral bi-dimensional boundary layer theory using Thwaites and Head ́s models with bi-dimensional empirical corrections applied to each wing strip being therefor robust and efficient to be used in the early conceptual stage of aircraft design. Presented results are compared to the Modified CS Method in an IBL scheme and experimental data and are shown to provide good results.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
334 Leonard St
Brooklyn, NY 11211
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.