Publications by authors named "Hylke van Dijk"

Long-term physical activity (PA) maintenance is challenging for older adults. Equipping older adults with strategies to support long-term PA maintenance can be an effective way to tackle this problem. Moreover, there is a lack of studies regarding long-term PA maintenance among older adults from non-Western settings.

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In this article, we describe the design approach of a game-based, mobile coaching application for older adults (65-75 years) that aimed to stimulate physical activity (PA) in daily life. We evaluated older adults' experiences using this application compared with a standard coaching application in terms of engagement, motivation to be physically active, and in relation to the applied design features. An iterative design approach was followed to develop the game-based coaching application, called WordFit.

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Video games that aim to improve myoelectric control (myogames) are gaining popularity and are often part of the rehabilitation process following an upper limb amputation. However, direct evidence for their effect on prosthetic skill is limited. This study aimed to determine whether and how myogaming improves EMG control and whether performance improvements transfer to a prosthesis-simulator task.

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Objective: Lower back problems are a common cause of sick leave of employees in Dutch care homes and hospitals. In the Netherlands over 40% of reported sick leave is due to back problems, mainly caused by carrying out heavy work. The goal of the iLift project was to develop a game for nursing personnel to train them in lifting and transfer techniques.

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The aim of this study is to establish the effect of task-oriented video gaming on using a myoelectric prosthesis in a basic activity of daily life (ADL). Forty-one able-bodied right-handed participants were randomly assigned to one of four groups. In three of these groups the participants trained to control a video game using the myosignals of the flexors and extensors of the wrist: in the Adaptive Catching group participants needed to catch falling objects by opening and closing a grabber and received ADL-relevant feedback during performance.

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Objectives: To review mobile games and gaming applications that claim to improve physical activity behavior in daily life.

Search Methods: We searched PubMed, Web of Science, and the ACM Digital Library and performed a manual search of relevant journals and reference lists. Studies that reported on a mobile game that requires players to perform physical activity in daily life and where the game has specific goals, rules, and feedback mechanisms were included.

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This paper provides an overview of scientific and industrial developments of the last decade in the area of sensor networks in The Netherlands (Low Lands). The goal is to highlight areas in which the Netherlands has made most contributions and is currently a dominant player in the field of sensor networks. On the one hand, motivations, addressed topics, and initiatives taken in this period are presented, while on the other hand, special emphasis is given to identifying current and future trends and formulating a vision for the coming five to ten years.

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