506 research outputs found

    Augmented Reality Action Assistance and Learning for Cognitively Impaired People. A Systematic Literature Review

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    Blattgerste J, Renner P, Pfeiffer T. Augmented Reality Action Assistance and Learning for Cognitively Impaired People. A Systematic Literature Review. In: The 12th PErvasive Technologies Related to Assistive Environments Conference (PETRA ’19). New York, NY, USA: ACM; 2019.Augmented reality (AR) is a promising tool for many situations in which assistance is needed, as it allows for instructions and feedback to be contextualized. While research and development in this area have been primarily driven by industry, AR could also have a huge impact on those who need assistance the most: cognitively impaired people of all ages. In recent years some primary research on applying AR for action assistance and learning in the context of this target group has been conducted. However, the research field is sparsely covered and contributions are hard to categorize. An overview of the current state of research is missing. We contribute to filling this gap by providing a systematic literature review covering 52 publications. We describe the often rather technical publications on an abstract level and quantitatively assess their usage purpose, the targeted age group and the type of AR device used. Additionally, we provide insights on the current challenges and chances of AR learning and action assistance for people with cognitive impairments. We discuss trends in the research field, including potential future work for researchers to focus on

    AEVUM: Personalized Health Monitoring System

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    Advancement in the field of sensors and other portable technologies have resulted in a bevy of health monitoring devices such as blue-tooth and Wi-Fi enabled weighing scales and wearables which help individuals monitor their personal health. This collected information provides a plethora of data points over intervals of time that a primary care physician can utilize to gain a holistic understanding of an individual’s health and provide a more effective and personalized treatment. A drawback of the existing health monitoring devices is that they are not integrated with the professional medical infrastructure. With the wealth of information collected, it is also not feasible for a physician to look through all the data to obtain relevant information or patterns from multiple health monitoring systems. Therefore, it would be beneficial to have a single platform of hardware devices to monitor and collect data and a software application to securely store the collected information, identify patterns for analysis, and summarize the data for the physician and the patient. The aim of this study was to design and develop an unobtrusive, user friendly system, Aevum, which would integrate technology, adapt itself to changes in consumer behavior and integrate with the existing healthcare infrastructure to help an individual monitor their health in a customized manner. Aevum is a multi-device system consisting of a smart, puck-shaped hardware product, a wristband and a software application available to the patient as well as the physician. In addition to monitoring vitals such as heart rate, blood pressure, body temperature and weight, Aevum can monitor environmental factors that affect an individual’s health and uses personalized metrics such as precise calorie intake and medication management to monitor health. This allows the user to personalize Aevum based on their health condition. Finally, Aevum identifies patterns of anomalies in the collected data and compiles the information which can be accessed by the physician to assist in their treatment

    Preventive computing technology for successful aging

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    A pervasive societal and personal concern is how we can maintain or improve our quality of life as we age. The purpose of this thesis is to assess the current state of technology as it is (or can be) used in everyday life to support healthy and happy older adults by maintaining physical fitness, cognitive health, and emotional fulfillment. In addressing this problem, much focus has been placed on assistive technology, replacing or compensating for functionality that has declined or been lost, or creating a “safe zone.” Our focus is on technology that is not assistive in this sense, but rather supportive in expanding capabilities to remain independent in their current environment. If older adults can retain their capabilities, the need for a myriad of assistive technologies would be postponed. Therefore, the alternative perspective we offer is more preventive and proactive

    Gamificação e cicloturismo sénior : design de uma app para a comunidade miOne

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    As the aging population continues to grow, there has been an increasing interest in the subject of gerontechnology. In the specific case of the digital game industry, senior citizens are becoming better consumers due to their purchasing power and free time, so it is important to focus on the role of games to their wellbeing and meet their needs and preferences. However, there is a general lack of information and products that address physical exercise in the interrelationship of cycling, tourism, games, gamification and senior citizens. The aim of this research is to understand the way gamification interventions can motivate senior citizens to adhere to cyclo-tourism. This dissertation reports on the use of the Development Research Method, deploying a broad array of methods, including focus groups, eye-tracking and interviews. A total of 46 participants (7 focus group participants, 8 participants in eye-tracking and 31 cyclists’ interviewees) were involved in this research. Based on the literature review, related work and the insights from each method, a cyclo-tourism digital app entitled Jizo was co-designed and prototyped. Findings indicate that certain gamification techniques and elements can trigger senior citizens’ motivations towards cyclo-tourism, being essential integrative parts of a digital app in this context. The elements highlighted were social relationships, progression, challenges, competition, feedback and rewards, having an important role in pre-, in loco and post- experience. These data support the view on gamification capability to motivate senior cyclo-tourism.Com o contínuo crescimento do envelhecimento da população, tem havido um interesse progressivo na área da gerontecnologia. No caso específico da indústria dos jogos digitais, os cidadãos seniores fazem parte de um grupo de consumidores com poder de compra e tempo livre, pelo que é essencial compreender o papel dos jogos digitais no seu bem-estar e atender às suas necessidades e preferências. No entanto, continua a prevalecer uma falta de informação e de produtos que abordam o exercício físico nas inter-relações entre o ciclismo, turismo, jogos, gamificação e cidadãos seniores. O objetivo desta investigação é compreender o uso de estratégias de gamificação para motivar os cidadãos seniores a aderirem ao cicloturismo. Esta dissertação reporta a utilização do Método de Investigação de Desenvolvimento, tendo como base os seguintes métodos: grupos de discussão, eye-tracking e entrevistas. Um total de 46 participantes (7 participantes de grupos de discussão, 8 participantes de eye-tracking e 31 ciclistas entrevistados) foram envolvidos nesta investigação. Após a revisão da literatura, trabalho relacionado, e os resultados obtidos de cada método, procedeu-se ao co-design e prototipagem uma app de cicloturismo designada Jizo. Os resultados indicam que certas técnicas e elementos da gamificação podem desencadear as motivações dos cidadãos seniores para o cicloturismo, além de serem partes essenciais e integrantes de um aplicativo deste contexto. Os elementos destacados foram as relações sociais, progressão, desafios, competição, feedback e recompensas, na medida em que eles têm um papel importante na pré, in loco e na pós-experiência. Estes dados suportam a ideia da capacidade da gamificação para motivar o cicloturismo sénior.Mestrado em Comunicação Multimédi

    MOBILE INTERACTIVE FITNESS TECHNOLOGIES AND THE RECREATIONAL EXPERIENCE OF BICYCLING: A PHENOMENOLOGICAL EXPLORATION OF THE STRAVA COMMUNITY

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    Technology is now embedded in many aspects of daily life. Over the past few years, fitness related smartphone applications have steadily grown in popularity. Despite the prevalence of technology in recreation and leisure experiences, the topic remains to be thoroughly examined from a qualitative interpretive viewpoint. The purpose of this phenomenological study was to understand and describe how cyclists use and experience Strava--a GPS enabled smartphone application that tracks bicycle rides and uploads the data to an online community of other users. Particular attention was given to user motivations, affordances of the technology, and notions of community. After participant observation and in-depth qualitative interviews with 11 Strava users, the following five theme clusters emerged: (1) King of the Mountain, (2) Ethical Dilemmas, (3) A Social Technology, (4) An Emotion-Laden Experience, and (5) An Augmented Experience. In summary, this thesis offers an accurate portrayal of the lived experience of bicycling as mediated by the interactive fitness technology of Strava. The project concludes with suggestions for areas of future research, as well as implications for health practitioners and technology manufacturers

    Independent evaluation of ARMED service: final report.

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    ARMED (HAS Technology, Lichfield, UK) is a falls prevention technology that combines a wrist-worn activity tracker with predictive analytics and machine learning to enable early intervention. Data from the tracker is augmented by weekly grip strength and body composition measurements. ARMED-in-a-box is a streamlined version of ARMED that does not use the grip strength or body composition measures, rolled-out in response to the COVID-19 pandemic. This independent evaluation was commissioned by the Digital Health and Care Innovation Centre and conducted by an interdisciplinary team from Robert Gordon University, the University of Aberdeen, and NHS Grampian. The purpose of the evaluation was to inform the potential for scalability of ARMED within the Scottish digital health and care context, and specifically to analyse and appraise the effectiveness of the current ARMED service and business models, aligning with the national technology enabled care (TEC) programme's existing test of change (TOC) activity

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 4: Learning, Technology, Thinking

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 4 includes papers from Learning, Technology and Thinking tracks of the conference

    College of Engineering Senior Design Competition Spring 2020

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    Part of every UNLV engineering student’s academic experience, the senior design project stimulates engineering innovation and entrepreneurship. Each student in their senior year chooses, plans, designs, and prototypes a product in this required element of the curriculum. A capstone to the student’s educational career, the senior design project encourages the student to use everything learned in the engineering program to create a practical, real world solution to an engineering challenge. The senior design competition helps focus the senior students in increasing the quality and potential for commercial application for their design projects. Judges from local industry evaluate the projects on innovation, commercial potential and presentation quality. One overall winner, two winners from each discipline, and one multi-disciplinary winner (when applicable) are chosen and receive cash awards with commemorative plaques and medallions. The competition has generated significant interest from the local community, and has provided additional motivation for students to be innovative and to produce quality projects
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