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Showing 3 results for Injury

Zeinab Kazemi, Hamidreza Mokhtarinia, Reza Oskuei Zadeh,
Volume 4, Issue 2 (10-2016)
Abstract

Introduction: In the recent decades, owing to the advancement of technology, most jobs and occupations require the use of computers. Lack of information about ergonomic conditions has resulted in various occupational injuries. Break time between work and doing exercise, help in reduction of musculoskeletal symptoms. The present study aimed to use a new ergo-feedback software and to assess its usability in office staff.

Methods: Thirty office staff participated in this study. In the first step, muscle-skeletal symptoms were checked by a body map checklist. Then, the Borg score was determined by the participants, initially and after one work day. The software was then run in their systems and they worked with it for about two weeks. After two weeks, the Borg scale was completed again and efficacy of the software was evaluated by the system usability scale (SUS). Data analysis was performed using descriptive statistics (mean and standard deviation) and Wilcoxon test. Statistical analysis was done by the SPSS software version 19.

Results: The results showed that there was a significant difference between the Borg score pre and post intervention (P > .05). The majority of the users were satisfied with the software with the SUS score showing about 82.25% satisfaction.

Conclusions: According to this study, office workers were satisfied with using this software and it can help reduce musculoskeletal symptoms during a prolonged time period.


Mohammad Babamiri, Rashid Haidari Moghaddam, Fakhrodin Ghasemi, Mohammad Ghaffari, Mahdi Razee, Khadijeh Bandeh Ellahi, Alireza Mortezapour,
Volume 6, Issue 3 (10-2018)
Abstract

Background and Objectives: Nowadays, the use of the Internet among students has become widespread. Addiction to virtual networks and online games can have various consequences, including the threat of musculoskeletal system in these people. The purpose of this study was to determine the effect of addiction to social networks and online games on students’ wrist pain.
Methods: This study was conducted among 665 students. Data collection was done through three questionnaires of problematic use of online games, social networking addiction and Nordic musculoskeletal disorders. Data were compared by Chi-square and independent T-test and finally, logistic regression model was presented at a significant level of 0.05.
Results: The results showed that social network and online game addiction can increase the risk of pain in the wrists. Sex had a significant impact in the effect of social network addiction on pain in the wrist. Other results of the present study are the not significant differences in the age and level of education of the participants in the prevalence of wrist pain.
Conclusion: It can be stated that there is a likelihood of a relationship between social network and online game addiction with wrist pain. Therefore, due to high prevalence of this addiction among students, appropriate planning should be taken to reduce complications and injuries, especially in the wrist area of them. 

 

Mehdi Omidi, Amin Asgharzadeh, Seifollah Gharib, Mohsen Vahedi, Amir Salar Jafarpisheh,
Volume 8, Issue 4 (1-2021)
Abstract

Background and Objectives: The proliferation of computers, along with the development of software and the Internet, has revolutionized the work and life of people with disabilities, including those with spinal cord injuries with limited mobility in the arms. The efficiency and usability of the aids provided to these people is very important; because they have more limitations than ordinary people. The purpose of this study was to compare the efficiency and usability of human-computer interface in cervical spinal cord injury with two biofeedback EMG methods based on computer games and without computer games.
Methods: The sample size was 20 participants (healthy and with spinal cervical lesions) who were selected regarding availability. The statistical population of the study (that was conducted 2019-2020) was spinal cord injury patients referred to spinal cord injury clinic in Tehran. Participants received three 30-minute sessions per week for 1 month of EMG biofeedback training and game-based biofeedback interventions. SPSS version 23 was used for data analysis.
Results: Results showed that participants considered using EMG biofeedback and game biofeedback as 75/8% and 72/0% usability. Over time, the “through put” numerical values of the variable decreased in healthy individuals and spinal cord injury. Also, the numerical values of this variable were lower in healthy individuals than in individuals with spinal cord injuries. The maximum reduction in numerical values of the “through put” variable appeared between the first and sixth sessions.
Conclusion: The EMG and gaming biofeedback system can be used for interaction and control such as computers, wheelchairs, and more.


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