Publications by authors named "Jose-Antonio Gil-Gomez"

Traditional methods for evaluating decision-making provide valuable insights yet may fall short in capturing the complexity of this cognitive capacity, often providing insufficient for the multifaceted nature of decisions. The Kalliste Decision Task (KDT) is introduced as a comprehensive, ecologically valid tool aimed at bridging this gap, offering a holistic perspective on decision-making. In our study, 81 participants completed KDT alongside established tasks and questionnaires, including the Mixed Gamble Task (MGT), Iowa Gambling Task (IGT), and Stimulating & Instrumental Risk Questionnaire (S&IRQ).

View Article and Find Full Text PDF

The objective of this study was to predict the level of depressive symptoms in emerging adults by analyzing sociodemographic variables, affect, and emotion regulation strategies. Participants were 33 emerging adults (M = 24.43; SD = 2.

View Article and Find Full Text PDF

High levels of inflammatory markers have been associated with a greater deterioration of renal function and cardiovascular morbidity and mortality. For its part, physical exercise has been shown to be beneficial in improving the functional, psychological, and inflammatory states of patients with chronic kidney failure (CKF) undergoing haemodialysis (HD) treatment, improving their health-related quality of life. In recent years, virtual reality (VR) has been studied and described as an effective and safe tool that improves patients' adherence to exercise programs.

View Article and Find Full Text PDF

Patients with chronic kidney disease (CKD) are at risk of both a gradual decline in cognitive function and an increase in psychological distress. This includes symptoms of anxiety, depression, and sleep disturbances, all of which are factors that have been associated with increased morbidity and mortality. In response, we are now seeing that interventions based on new digital technologies are increasingly used in order to optimize patients' quality of life.

View Article and Find Full Text PDF

Background: Exercise improves the physical function of people suffering from chronic kidney disease on hemodialysis (HD). Virtual reality is a new type of intradialysis exercise that has a positive impact on physical function. Intradialysis exercise is recommended during the first 2 h, but its safety in the last part of the dialysis session is unknown.

View Article and Find Full Text PDF

Objective: This study examined the protective role of self-esteem and perceived emotional intelligence on mental health problems in Spanish adolescents during COVID-19 pandemic.

Design: Participants ( = 139; age = 13.83 years, = 0.

View Article and Find Full Text PDF

Background: Engagement in exercise by haemodialysis (HD) patients has been shown to generate benefits both in terms of improved functional capacity and in the health-related quality of life. The use of non-immersive virtual reality (VR) games represents a new format for the implementation of intradialysis exercise. Some studies have shown that engaging in exercise for 6 months reduces the consumption of antihypertensive drugs and decreases the time spent admitted to hospital among individuals receiving HD treatments.

View Article and Find Full Text PDF

Introduction: The development of emotional competences may be a protective factor for mental health problems, promoting well-being at such a complex age as adolescence. Technologies may be used to carry out this empowerment because adolescents are attracted to them. The purpose of the study is to design a serious game based on the Mayer 's emotional intelligence ability model and analyse the effectiveness of the programme to develop emotional competences, well-being, mental health, and personal strengths immediately after completion and at 12 months.

View Article and Find Full Text PDF

Establishing and maintaining relationships is one of the challenges facing young adults at the beginning of this stage in their lives. Emotional competences are related to relationship satisfaction and subjective well-being. This paper aims to study the relationship between emotional competences and subjective well-being in young adults, considering the mediating role of satisfaction with the partner.

View Article and Find Full Text PDF

Introduction: Technologies provide a brilliant opportunity to promote social-emotional competences, well-being and adjustment in adolescence. Game-based programmes and serious games are digital tools that pursue an educational goal in an attractive environment for adolescents. The purpose of this study was therefore to determine the effectiveness of emoTIC, a game-based social-emotional programme designed according to Mayer, Caruso, and Salovey's model of emotional intelligence.

View Article and Find Full Text PDF

Social and emotional factors such as emotional competence and self-esteem are protective factors that promote adolescent mental health and well-being. In this paper, we will examine the combined contribution of these socio-emotional factors in addition to personal factors, in the prediction of psychological adjustment and subjective well-being in adolescence. The study included 840 adolescents aged between 12 and 16 years old ( = 13.

View Article and Find Full Text PDF

Objective: The main objective of this investigation was to assess feasibility of conducting a future RCT with an intradialysis non-immersive virtual reality exercise intervention. The secondary aim was to explore the impact of either conventional or VR exercise on physical function.

Design: Feasibility randomized trial.

View Article and Find Full Text PDF

Autism Spectrum Disorder (ASD) is a neurodevelopmental disease that is specially characterized by impairments in social communication and social skills. ASD has a high prevalence in children, affecting 1 in 160 subjects. Virtual reality (VR) has emerged as an effective tool for intervention in the health field.

View Article and Find Full Text PDF

New emerging technologies have proven their efficacy in aiding people in their rehabilitation. The tests that are usually used to evaluate usability (in general) or user satisfaction (in particular) of this technology are not specifically focused on virtual rehabilitation and patients. The objective of this contribution is to present and evaluate the USEQ (User Satisfaction Evaluation Questionnaire).

View Article and Find Full Text PDF

Objectives: Parkinson's disease (PD) is a progressive neurodegenerative disorder characterized by motor clinical alterations among others. Postural problems have serious consequences for patients, not only limiting their daily life but also increasing some risks, like the risk of fall. Inadequate postural control and postural instability is a major problem in PD patients.

View Article and Find Full Text PDF

Background: The methods used for the motor rehabilitation of patients with neurological disorders include a number of different rehabilitation exercises. For patients who have been diagnosed with multiple sclerosis (MS), the performance of motor rehabilitation exercises is essential. Nevertheless, this rehabilitation may be tedious, negatively influencing patients' motivation and adherence to treatment.

View Article and Find Full Text PDF

Objective: To study the clinical effectiveness and the usability of a virtual reality-based intervention compared with conventional physical therapy in the balance recovery of individuals with chronic stroke.

Design: Randomized controlled trial.

Setting: Outpatient neurorehabilitation unit.

View Article and Find Full Text PDF

Acquired brain injury (ABI) is one of the main problems of disability and death in the world. Its incidence and survival rate are increasing annually. Thus, the number of chronic ABI patients is gradually growing.

View Article and Find Full Text PDF

Background: Acquired brain injury (ABI) is the main cause of death and disability among young adults. In most cases, survivors can experience balance instability, resulting in functional impairments that are associated with diminished health-related quality of life. Traditional rehabilitation therapy may be tedious.

View Article and Find Full Text PDF

eBaViR is a virtual rehabilitation system, which has been developed for balance rehabilitation for patients suffering from acquired brain injury. It is a game-based system that uses a low-cost interface, the Nintendo Wii Balance Board. The games have been specifically designed with the help of experts in the rehabilitation of balance disorders and can be adapted to patients according to their needs.

View Article and Find Full Text PDF

In this experimental study, we present the results of user motor responses with and without the use of Tracking Feedback to complete correct movements in Virtual Rehabilitation Therapy. To carry out this study, we used a VRT system for standing balance rehabilitation. We applied it under two different conditions to twenty patients (with and without tracking feedback).

View Article and Find Full Text PDF

Microscopes and neuronavigators are often used in neurosurgical procedures. Our Mixed Reality prototype proposes to show neuronavigator imaging overlayed onto the surgical field of view. The proposal is to replace the traditional optical microscope with a digital one.

View Article and Find Full Text PDF