Digital applications for mental therapy can support the rehabilitation treatments and help patients to motivate themselves, understand and persist in therapeutic practices. Although the importance and use of these software systems continue to increase, the literature does not specify a consolidated methodology to design such applications. This paper describes a participatory process to enrich Personas, aiming to characterize the intended audience of therapeutic applications in the context of mental health. Moreover, the paper presents how the information obtained in the process can aid on therapeutic games design aiming to support the rehabilitation of chemical dependent and depressive patients.
In this paper, we propose an intelligent method, named the Novelty Detection Power Meter (NodePM), to detect novelties in electronic equipment monitored by a smart grid. Considering the entropy of each device monitored, which is calculated based on a Markov chain model, the proposed method identifies novelties through a machine learning algorithm. To this end, the NodePM is integrated into a platform for the remote monitoring of energy consumption, which consists of a wireless sensors network (WSN). It thus should be stressed that the experiments were conducted in real environments different from many related works, which are evaluated in simulated environments. In this sense, the results show that the NodePM reduces by 13.7% the power consumption of the equipment we monitored. In addition, the NodePM provides better efficiency to detect novelties when compared to an approach from the literature, surpassing it in different scenarios in all evaluations that were carried out.
The elderly population grows in Brazil and this fact increases the need to develop appropriate information and communication technologies to the public. As cell phones are getting cheaper, many families would like their elderly to be users of these devices aiming to have contact with them when they are out of their homes. However, the current cell phones design favors the younger people, not considering the different needs of the elderly population. At the most, even in the elderly population, there are differences regarding education, experience with technology, cognitive abilities and physical prowess. This dissertation argues for the design, implementation and evaluation of interfaces that are flexible to meet the diverse requirements of the elderly in the interaction with cell phones. One approach to the design of flexible user interfaces was applied in a case study and, considering the results of a practice with elderly users, a set of norms which define the design of the system flexible behavior was specified. This dissertation proposes and presents a framework that provides the interface reconfiguration during the interaction time, named FlexInterface. This framework addresses the concept of interface elements as components that are loaded, instantiated and destroyed when requested. Furthermore, this dissertation also brings an approachthat supports the evaluation of flexible interfaces for the elderly in mobile phones. The proposed analytical approach presents heuristics for this specific context of use. Finally, an assessment with elderly people was performed to verify the feasibility of the proposal. This study found that there was a reduction in the interaction time with the use of flexible interface and an increase in the users' satisfaction.
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