Anja Poberznik

Ms. Anja Poberznik


Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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5 July 2023 in Materials
Verified
Journal Article
Open access
PDF file
MMMarc Martinez-Estrada
Marc Martinez-Estrada
TVTiina Vuohijoki
Tiina Vuohijoki
APAnja Poberznik
Anja Poberznik
ASAsif Shaikh
Asif Shaikh
JVJohanna Virkki
Johanna Virkki
Raul Fernandez-GarciaRaul Fernandez-Garcia
Raul Fernandez-Garcia
In this paper, a smart office chair with movable textile sensors to monitor sitting position during the workday is presented. The system consists of a presence textile capacitive sensor with different levels of activation with a signal conditioning device. The proposed system was integrated into an office chair to detect postures that could provoke musculoskeletal disorders or discomfort. The microcontroller measured the capacitance by means of a cycle count method and provided the position information in real time. The information could be analysed to set up warnings to prevent incorrect postures or the necessity to move. Five participants assumed a series of postures, and the results showed the workability of the proposed smart chair. The chair can be provided as a new tool for companies, hospitals, or other institutions to detect incorrect postures and monitor the postures of people with reduced mobility. This tool can optimise control procedures or prevent occupational risks.

19 November 2021 in Sustainability
Verified
Journal Article
Open access
PDF file
APAnja Poberznik
Anja Poberznik
MLMirka Leino
Mirka Leino
HHHuhtasalo Huhtasalo
Huhtasalo Huhtasalo
TJTaina Jyräkoski
Taina Jyräkoski
PVPauli Valo
Pauli Valo
JVJohanna Virkki
Johanna Virkki
During a pandemic, it is imperative that all staff members have up-to-date information on changing work practices in the healthcare environment. This article presents a way to implement work environment orientation amongst different groups in care facilities by utilizing mobile robots, radio frequency identification (RFID) technologies, and data synthesis. We offer a scenario based on a co-design approach, in which a mobile robot works as an orientation guide for new employees, RFID tags are applied on objects around the premises and people’s clothing. The mobile robot takes advantage of the information provided by its known location and each RFID tag read by the RFID reader integrated with the robot. We introduce the scenario here, along with the details of its practical test implementation. Further, the challenges met in the test implementation are discussed as well as the future potential of its application. In conclusion, our study indicates that repetitive training and orientation-related duties can be successfully transferred to a mobile robot. Through RFID, the mobile robot can deliver the relevant information to the right people and thus contribute to patient and personnel safety and the resource efficiency of the orientation process.

8 February 2019 in Information
Verified
Journal Article
Open access
PDF file
SMSari Merilampi
Sari Merilampi
AKAntti Koivisto
Antti Koivisto
MLMirka Leino
Mirka Leino
NPNuno Pombo
Nuno Pombo
VFVirginie Felizardo
Virginie Felizardo
JVJohanna Virkki
Johanna Virkki
The purpose of this paper was to create service models for cognitively stimulating mobile games and incorporate them into Finnish and Chinese elderly care. The implementation involved the use of two different mobile games as part of the everyday lives of older adults in care homes in Finland (3 months) and China (6 months). Although a large number of publications examine serious games in elderly care, there are rather few publications related to the practical implementation within the elderly care processes. In general, rehabilitation orientated games should incorporate entertainment (motivation) and relevant therapeutic content (rehabilitation) in order to be effective. Regardless of the game design, successful implementation of the games in elderly care is paramount to benefit the end user. In this paper, two mobile games were investigated as a case study. To investigate the therapeutic content of the games, the game outcomes (game scores and time stamps) were automatically recorded to facilitate analysis of the participant’s progress during the trial. To investigate motivation, user feedback was collected through observation of the game trials and by interviewing the nursing staff and the participants (test group). The gaming service implementation was designed in collaboration with the nursing staff and researchers, according to an experimentation-driven approach, in which the service model ideas were tested by the professionals before piloting. In both countries, the players and the nursing staff found the games showed potential as self-managed rehabilitation tools. Other significant effects of gameplay were enhanced recreation and self-managed activity level. Despite cultural differences, the gaming experience was amazingly similar and improvements in game scores were also observed during the trial in both countries. The biggest difference between the pilots was the implementation process, which led to the development of two different service models that are reported in this paper. In Finland, the games were embedded into the care practices and the nursing staff were responsible for the piloting. In China, the games were independent of the care process and an external service provider (the researcher) managed the piloting. The findings imply that service design in different cultures should be carefully considered when implementing new digital services.