Summary: | 碩士 === 國立臺北科技大學 === 電子工程系研究所 === 105 === Cancers had become one of the major causes of death for children in recent years. Due to children without completely developed mind and psychology that result in facing diagnosis and treatment are likely to produce negative emotional expressions, anxieties, psychological influences and over-reactions. Those impacts may cause physical and mental problems, and even slow the speed of recovery. Moreover, the emotional adjustment, releasing pressure, the improvement of the child-friendly medical environment, and providing magnetic interactive devices to energise them are necessary for those child patients with cancer. Due to the rising conception of internet of things (IoT) and progressive technology, we constantly give more things new definitions to alternate human beings’ lives. Through integrating new technology, developing a system of platform, and designing diverse scenarios of games, offering actual applications of child-interaction, which could improve a child-friendly medical environment.
Subjects of this clinical trial aged from 3 to 13 in Taipei Medical University Hospital 7A pediatric ward. The core of our design of experiment discussed the intelligent devices of IoT could affect the anxieties and evaluate the feasibility for no matter general children or child patients with cancer. We adopted the nonparametric statistics method by using the SPSS statistical analysis software to demonstrate statistical significance via interventions in the whole experiment to test the change of anxieties index.
In the clinical experiment within pre-test in the first intervention and post-test in the last intervention for children with cancer, the consequences of two anxiety inventories of Visual Analogue Scale – Anxiety (VAS-A) and Chinese version of State Anxiety Scale for Children (CSAS-C) showed the anxiety index have decreased from 2.750 to 0.667 (p=0.018) and from 16.630 to 12.380 (p=0.017) respectively during the interaction. Consider pre-test and post-test between every three interactions, the consequences of two anxiety inventories of VAS-A and CSAS-C showed the anxiety index have decreased from 1.840 to 0.921 (p=0.001) and from 14.810 to 12.650 (p=0.002).
However, heart rate variability (HRV) indexes of children with cancer on time domain and frequency domain have shown without statistical significance.
Comparing the difference of age of children with cancer, preschool kids have higher anxiety index than school age kids on VAS-A. Preschool children and school age children’ scores of pre-test, post-test and difference between intervention are 2.733 and 1.261 (p=0.017), 1.333 and 0.652 (p=0.029) and 1.400 and 0.609 (p=0.042); Moreover, the different gender of kids on VAS-A and CSAS-C have shown that anxiety index of girls are higher than boys. On VAS-A test, girls and boys’ scores of pre-test, post-test and difference between intervention are 2.391 and 1 (p=0.016), 1.173 and 0.533 (0.159) and 1.217 and 0.466 (0.091). On CSAS-C test, girls and boys’ scores of pre-test, post-test and difference between intervention are 16.143 and 13.250 (p=0.072), 13.429 and 11.833 (0.022) and 2.714 and 1.417 (p=0.451).
The research results of this study show that the interaction between children with cancer and our device is a feasible way for supporting kids’ care. During the trial, our smart interactive device not only works well, high valued, but also attracts lots of kids. Moreover, we observed the downtrend of anxiety index after interaction on statistical analysis results. Therefore, we hope to investigate and design more scenarios of games for different applications. Support children and parents’ psychology on facing depression, and build a child-friendly medical environment.
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