999 resultados para Perturbações Emocionais
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A importância da inteligência emocional na gestão de recursos humanos é um dos paradigmas deste século, sendo consensualmente aceite que formação é o caminho para melhorar esta competência nas organizações. Conceitos como a Inteligência Emocional, tal como inicialmente definido por Salovey e Mayer, as teorias de Gardner, Damásio e outros autores, o desenvolvimento pragmático de Goleman a nível social e organizacional, outros conceitos como a liderança e trabalho em equipa, constituem a revisão da literatura para esta investigação. Estes conceitos foram relacionados com formações específicas e carreiras profissionais nas organizações aeronáuticas. O objetivo geral deste trabalho foi estabelecer a relação entre as carreiras operacionais e sua formação em trabalho em equipa, nomeadamente CRM (Crew Resource Management) e TRM (Team Resource Management), e as competências emocionais. Especificamente, para o estudo empírico, do universo de profissionais da aviação em Portugal Continental, nas Regiões Autónomas da Madeira e dos Acores, foi constituída uma amostra de 435 indivíduos de ambos os sexos. Foi aplicado um inquérito composto por uma componente sócio demográfica, um questionário para medir níveis perceção da influência das emoções nos desempenhos funcionais, e outra componente de dois questionários para a medição dos níveis do quociente e inteligência emocional e consciência emocional que permitiram a determinação de perfis da competência emocional das carreiras aeronáuticas e a obtenção de respostas às hipóteses operacionais deste estudo. Como conclusão, foi assumido que estes profissionais têm um bom nível de perceção da influência das emoções na sua atividade profissional, um nível médio alto de quociente e de literacia emocional. As diferentes carreiras profissionais e as formações CRM/TRM evidenciam níveis superiores das suas competências emocionais.
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A progressiva valorização científica dos estudos na área da inteligência emocional (IE)levou a que a sua importância em vários contextos do desenvolvimento humano fosse reconhecida. No entanto, são escassos os estudos que abordam a IE de crianças, jovens ou adultos com necessidades especiais (NE), mais especificamente Deficiência Intelectual. No contexto português, estes estudos são ainda mais escassos. Nesta investigação realizou-se um estudo de caso, com o principal objetivo de compreender o efeito do desenvolvimento de um programa de promoção de competências emocionais em jovens e adultos com Deficiência Intelectual ligeira e moderada, que frequentam um Centro de Atividades Ocupacionais (CAO) na Região Autónoma da Madeira(RAM). No estudo combinaram-se dados quantitativos e qualitativos. Os primeiros foram obtidos através da aplicação de um questionário para avaliar as competências emocionais construído para o efeito e os segundos através da observação e das notas de campo. A triangulação dos dados obtidos remete para aspetos interessantes que sugerem um efeito favorável do programa em algumas competências emocionais e em aspetos do relacionamento social bem como a satisfação dos participantes em integrar programas nesta área. Os resultados apontam ainda para possibilidades de ação em relação à Deficiência Intelectual, ampliando o leque de ferramentas disponíveis para intervir com esta população.
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Objective: Investigating the indicators of stress, anxiety, depression and the cognitive changes in members of the nursing team at Santa Casa de Misericordia de Assis - SP. Methods: 66 nursing professionals participated in the study, evaluated by psychological and cognitive tracking instruments. Results: The stress experience was not homogenous in the nursing team; high scores in the depression tracking were associated to low cognitive scores. Conclusion: Nursing auxiliaries and technicians were affected by stress. Therefore, workers healthcare should be provided for the whole nursing team.
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The association of Virtual Reality (VR) to clinical practice has become common in the recent years, showing to be an additional tool on health care, especially for elderly. Its use has been related to higher therapeutic adhesion levels and well being sensation. Such emotional based aspects are often observed by subjective tools of relative validity. This study analyzed the immediate effects of varied VR contexts balance training over emotional behavior, which was observed under peaks of maximum expression of EEG waves. Methodology: 40 individuals, divided in two groups, both gender, 20 young and 20 elderly, were submitted to a 60 minutes intervention, including balance training under VR. The first 25 minutes referred to initial evaluation, general orientation and cognitive assessment by the use of Mini Mental. The next ten minutes were designated to the avatar creation and tutorial video presentation. Through the following 20 minutes, the individuals from both groups were exposed to the exact same sequence of games under virtual contexts, while submitted to electroencephalography by Emotiv EPOC® focusing Adhesion, Frustration and Meditation states. The virtual interface was provided by the Nintendo® game, Wii Fit Plus, with the scenarios Balance Bubble (1), Penguin (2), Soccer (3), Tight Rope (4) and Table Tilt (5). Finally, a questionnaire of personal impressions was applied on the 5 minutes left. Results: data collected showed 64,7% of individuals from both groups presented higher concentration of adhesion peaks on Balance Bubble game. Both groups also presented similar behavior regarding meditation state, with marks close to 40%, each, on the same game, Table Tilt. There was divergence related to the frustration state, being the maximum concentration for the young group on the Soccer game (29,3%), whilst the elderly group referred highest marks to Tight Rope game (35,2%). Conclusion: Findings suggest virtual contexts can be favorable to adhesion and meditation emotional patterns induction, regardless age and for both sexes, whilst frustration seems to be more related to cognitive motor affordance, likely to be influenced by age. This information is relevant and contributes to the orientation for the best choice of games applied in clinical practice, as for other studies regarding this topic
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Highly emotional itens are best remembered in emotional memory tasks than neutral items. An example of emotional item that benefits declarative memory processes are the taboo words. These words undergo from a conventional prohibition, imposed by tradition or custom. Literature suggests that the strongest recollection these words is due to emotional arousal, as well as, the fact that they form a cohesive semantic group, which is a positive additive effect. However, studies with semantic lists show that cohesion can have a negative effect of interference, impairing memory. We analyzed, in two experiments, the effect of arousal and semantic cohesion of taboo words on recognition tests, comparing with into two other word categories: semantically related and without emotional arousal (semantic category) and neutral, with low semantic relation (objects). Our results indicate that cohesion has interfered whith the performance of the test by increasing the number of false alarms. This effect was strongly observed in the semantic category of words in both experiments, but also in the neutral and taboo words, when both were explicitly considered as semantic categories through the instruction of the test in Experiment 2. Despite the impairment induced by semantic cohesion in both experiments, the taboo words were more discriminated than others, and this result agrees with the indication of the emotional arousal as the main factor for the best recollection of emotional items in memory tests
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There is a need for multi-agent system designers in determining the quality of systems in the earliest phases of the development process. The architectures of the agents are also part of the design of these systems, and therefore also need to have their quality evaluated. Motivated by the important role that emotions play in our daily lives, embodied agents researchers have aimed to create agents capable of producing affective and natural interaction with users that produces a beneficial or desirable result. For this, several studies proposing architectures of agents with emotions arose without the accompaniment of appropriate methods for the assessment of these architectures. The objective of this study is to propose a methodology for evaluating architectures emotional agents, which evaluates the quality attributes of the design of architectures, in addition to evaluation of human-computer interaction, the effects on the subjective experience of users of applications that implement it. The methodology is based on a model of well-defined metrics. In assessing the quality of architectural design, the attributes assessed are: extensibility, modularity and complexity. In assessing the effects on users' subjective experience, which involves the implementation of the architecture in an application and we suggest to be the domain of computer games, the metrics are: enjoyment, felt support, warm, caring, trust, cooperation, intelligence, interestingness, naturalness of emotional reactions, believabiliy, reducing of frustration and likeability, and the average time and average attempts. We experimented with this approach and evaluate five architectures emotional agents: BDIE, DETT, Camurra-Coglio, EBDI, Emotional-BDI. Two of the architectures, BDIE and EBDI, were implemented in a version of the game Minesweeper and evaluated for human-computer interaction. In the results, DETT stood out with the best architectural design. Users who have played the version of the game with emotional agents performed better than those who played without agents. In assessing the subjective experience of users, the differences between the architectures were insignificant
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Swallowing function may be impaired by a number of conditions involving primary or associated emotional distress. When psychogenic dysphagia is suspected, routine investigation using radiological and manometric examination is inappropriate. These cases demand an evaluation of the individual as a whole, interesting the disease as well as the patient's personal problems and concerns. Five cases of patients complaining of swallowing difficulty and showing concurrent emotional distress were studied. Four individuals were anxious and one was depressed. Because of our approach, a close medical-patient-relationship was established. Afterwards, an explanation about the normal swallowing mechanisms and the role of the emotions on it was provided. All patients showed improvement of the symptom in the following 24 hours. Dysphagia can be found in anxiety, depression and conversion hysteria, with high incidence in the urban population of the third world countries. However, several professionals are unaware of these disorders. Our results suggest that this plain approach is an useful tool in managing dysphagic patients and it has validity even in individuals bearing dysphagia due to comproved organic disease. The results also emphasize the importance of the medical patient relationship and the utility of a hollistic evaluation of the disease.
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Engenharia Elétrica - FEIS
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)