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- Security Mechanisms of a Mobile Health Application for Promoting Physical Activity among Older AdultsPublication . Bastos, David; Ribeiro, José; Silva, Fernando; Rodrigues, Mário; Rabadão, Carlos; Fernández-Caballero, Antonio; Barraca, João Paulo; Rocha, Nelson Pacheco; Pereira, AntónioPhysical activity contributes to the maintenance of health conditions and functioning. However, the percentage of older adults who comply with the recommendations for physical activity levels is low when compared to the same percentages on younger groups. The SmartWalk system aims to encourage older adults to perform physical activity (i.e., walking in the city), which is monitored and adjusted by healthcare providers for best results. The study reported in this article focused on the implementation of SmartWalk security services to keep personal data safe during communications and while at rest, which were validated considering a comprehensive use case. The security framework offers various mechanisms, including an authentication system that was designed to complement the pairs of usernames and passwords with trusted execution environments and token-based features, authorization with different access levels, symmetric and asymmetric key cryptography, critical transactions review, and logging supported by blockchain technology. The resulting implementation contributes for a common understanding of the security features of trustful smart cities’ applications, which conforms with existing legislation and regulations.
- Mysterious Bones Unearthed:Development of an Online Therapeuticserious Game for Children with Attention Deficit-hyperactivity DisorderPublication . Rijo, R.; Costa, P.; Bastos, D.; Bastos, D.; Matos, P.; Silva, A.; Ferrinho, J.; Almeida, N.; Oliveira, A.; Xavier, S.; Santos, S.; Oliveira, C.; Brites, S.; Martins, V.; Pereira, A.; Fernandes, S.Attention deficit-Hyperactivity Disorder is a disease that affects 3 to 5 percent of children globally. The treatment roots on medication and behavioral exercises. There are unwanted, documented, side effects of the medication, and the behavioral exercises are very demanding for children. In this context the goal of the present research was the development of a serious game for children with 6-8 years old with behavioral exercises as the basis for the action of the game, using a ludic approach. This ludic approach intends to increase the motivation for the game. The present work is part of the research project Therapy4All. The objective of the project is not to replace the traditional form of treatment, but to complement it by allowing a physician to maintain her/his patients under supervision between their regular consultations. The goalis the development of research on serious games to provide patients a better control of their symptoms more than with just traditional therapy. Our first results, with a very small sample, show encouraging improvements in the children's competencies.
