Popular participation in public health actions is essential for fighting Covid-19, especially in vulnerable urban communities where the lack of geographical data at fine resolution scale hinders appropriate spatial responses. This work proposes a crowdsourcing-based solution that captures georeferenced data regarding the population's perception of risk in relation to transmission predictors of Coronavirus. The proposed solution allows for mapping and sending real-time alerts regarding the presence of such transmission predictors. A validation study involving 20 people from a community in the city of Salvador revealed that the proposed solution is highly acceptable as user-centred alert tool, especially among young people.
Com o advento da pandemia de Covid-19, o uso de videochamadas tornou-se indispensável para a continuidade das atividades diárias. Nesse cenário, existe uma lacuna relacionada à acessibilidade para a inclusão de pessoas com deficiência. O objetivo deste trabalho é propor uma ferramenta para complementar as plataformas de videochamada, fornecendo instruções e automatizando algumas tarefas inerentes à participação de pessoas com deficiência visual. Para tanto, foi desenvolvido um modelo de contexto, estruturado a partir de um estudo com usuários, onde foram estacados os principais problemas relacionados à acessibilidade em plataformas de videochamada. Por meio dessa abordagem é possível disponibilizar informações acessíveis relacionadas aos aspectos de seu vídeo, como enquadramento da imagem e nível de brilho.
Objective: identify in the literature the state of the art of gamification frameworks and models developed for health contexts. Methods: an integrative literature review of articles indexed in the LILACS, SciELO, PubMed, CINAHL, Scopus and Web of Science databases, in english and published between January 2010 and July 2020. Results: among the 10 studies included in the analysis, nine were published in journals and one in conference proceedings. As well as 100% of the analyzed studies were published between the years 2015 and 2020. Thus, among the articles are studies related to three health contexts, where six frameworks and two models were identified. Conclusions: it is noteworthy that the main gap related to the development of gamification frameworks and models for health contexts is the validation process. As well as, the trend and the possibility of observing the use of participatory approaches in models and frameworks of gamification for some health contexts was evidenced.
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