46,194 research outputs found

    Fall Prediction and Prevention Systems: Recent Trends, Challenges, and Future Research Directions.

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    Fall prediction is a multifaceted problem that involves complex interactions between physiological, behavioral, and environmental factors. Existing fall detection and prediction systems mainly focus on physiological factors such as gait, vision, and cognition, and do not address the multifactorial nature of falls. In addition, these systems lack efficient user interfaces and feedback for preventing future falls. Recent advances in internet of things (IoT) and mobile technologies offer ample opportunities for integrating contextual information about patient behavior and environment along with physiological health data for predicting falls. This article reviews the state-of-the-art in fall detection and prediction systems. It also describes the challenges, limitations, and future directions in the design and implementation of effective fall prediction and prevention systems

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    Silver Surfers : Social Inclusion or Exclusion in a Digital World

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    Funded and commissioned by Microsoft's Unlimited Potential Programme, with contributions from Citizens Online and UH. This report was the output from the project.When one considers the population profile of a country, no longer is the emphasis upon mortality rates of younger people. As the years progress, enhancements to the quality of life have led to an increasingly ageing society. The emphasis globally has changed to provision for all age groups as a result. In this report, we determine how Information and Communication Technologies (ICTs) are being introduced through programmes by a variety of agencies into the lives of one particular population group – the silver surfer. The context of this report is the United KingdomFinal Published versio

    Improved multi-user interaction in a smart environment through a preference-based conflict resolution virtual assistant

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    In this work we will examine and develop a system that can assist people in Activities of Daily Life (ADL). This study focuses on resolving conflicts for the requests from different users’ profiles, for instance - elderly, adult and young. The objective of the system is to present a dialogue manager which is able to detect multi-user semantic conflict and to resolve the conflict for improved dialogue informing about its decisions using a system interface Avatar. The system is also able to prioritize requests that occurred among the services of multiple home appliances, as well as to deal with conflicting entities involving a single device. We investigated whether the multi-user context awareness by a Virtual Assistant adds value to the Smart Home concept in recognizing multi-user conflicts dynamically. This work has proposed a preference based method for resolving conflict and evaluated the developed system in a smart home environmen

    Designing a gamified social platform for people living with dementia and their live-in family caregivers

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    In the current paper, a social gamified platform for people living with dementia and their live-in family caregivers, integrating a broader diagnostic approach and interactive interventions is presented. The CAREGIVERSPRO-MMD (C-MMD) platform constitutes a support tool for the patient and the informal caregiver - also referred to as the dyad - that strengthens self-care, and builds community capacity and engagement at the point of care. The platform is implemented to improve social collaboration, adherence to treatment guidelines through gamification, recognition of progress indicators and measures to guide management of patients with dementia, and strategies and tools to improve treatment interventions and medication adherence. Moreover, particular attention was provided on guidelines, considerations and user requirements for the design of a User-Centered Design (UCD) platform. The design of the platform has been based on a deep understanding of users, tasks and contexts in order to improve platform usability, and provide adaptive and intuitive User Interfaces with high accessibility. In this paper, the architecture and services of the C-MMD platform are presented, and specifically the gamification aspects. © 2018 Association for Computing Machinery.Peer ReviewedPostprint (author's final draft

    Improved multi-user interaction in a smart environment through a preference-based conflict resolution virtual assistant

    Get PDF
    In this work we will examine and develop a system that can assist people in Activities of Daily Life (ADL). This study focuses on resolving conflicts for the requests from different users’ profiles, for instance - elderly, adult and young. The objective of the system is to present a dialogue manager which is able to detect multi-user semantic conflict and to resolve the conflict for improved dialogue informing about its decisions using a system interface Avatar. The system is also able to prioritize requests that occurred among the services of multiple home appliances, as well as to deal with conflicting entities involving a single device. We investigated whether the multi-user context awareness by a Virtual Assistant adds value to the Smart Home concept in recognizing multi-user conflicts dynamically. This work has proposed a preference based method for resolving conflict and evaluated the developed system in a smart home environmen

    Long-term use of motion-based video games in care home settings

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    Recent research suggests that motion-based video games have the potential to provide both mental and physical stimulation for older adults in residential care. However, little research has explored the practical challenges and opportunities that arise from integrating these games within existing schedules of activities in these contexts. In our work, we report on a qualitative enquiry that was conducted over a three month period at two long-term care facilities. Findings suggest that older adults enjoyed playing video games, and that games can be a valuable means of re-introducing challenge in late life, but that the impact of age-related changes and impairment can influence people’s ability to engage with games in a group setting. We outline core challenges in the design for care context and discuss implications of our work regarding the suitability of games as a self-directed leisure activity
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