17,927 research outputs found

    Living Innovation Laboratory Model Design and Implementation

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    Living Innovation Laboratory (LIL) is an open and recyclable way for multidisciplinary researchers to remote control resources and co-develop user centered projects. In the past few years, there were several papers about LIL published and trying to discuss and define the model and architecture of LIL. People all acknowledge about the three characteristics of LIL: user centered, co-creation, and context aware, which make it distinguished from test platform and other innovation approaches. Its existing model consists of five phases: initialization, preparation, formation, development, and evaluation. Goal Net is a goal-oriented methodology to formularize a progress. In this thesis, Goal Net is adopted to subtract a detailed and systemic methodology for LIL. LIL Goal Net Model breaks the five phases of LIL into more detailed steps. Big data, crowd sourcing, crowd funding and crowd testing take place in suitable steps to realize UUI, MCC and PCA throughout the innovation process in LIL 2.0. It would become a guideline for any company or organization to develop a project in the form of an LIL 2.0 project. To prove the feasibility of LIL Goal Net Model, it was applied to two real cases. One project is a Kinect game and the other one is an Internet product. They were both transformed to LIL 2.0 successfully, based on LIL goal net based methodology. The two projects were evaluated by phenomenography, which was a qualitative research method to study human experiences and their relations in hope of finding the better way to improve human experiences. Through phenomenographic study, the positive evaluation results showed that the new generation of LIL had more advantages in terms of effectiveness and efficiency.Comment: This is a book draf

    Gamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19

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    The COVID-19 pandemic has increased reliance on digital service delivery, including the delivery of health promotion initiatives. Health promotion interventions need to carefully consider user engagement. Gamification is a strategy used to engage and motivate people, and evidence shows overall cautious positive results in the use of gamification for older people across a range of health areas although more evidence is needed. Gamification has been used as a strategy in COVID-19 related initiatives and there is potential to build on the evidence to further develop gamification initiatives for those living in the Western Pacific region to impact positively on healthy behaviours and health outcomes

    Usage of Mobile Applications Amongst Older Adults: Retrospect and Prospect

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    Addressing age-specific issues related to IT usage is becoming increasingly significant. To consolidate the existing knowledge on the usage of mobile apps amongst older adults, this study synthesizes the research nature, patterns, and theoretical foundations in existing studies through a systematic literature review. Based on our investigation into the 22 identified articles, we find that previous studies on this topic focus mainly on app usage behaviors, app development and evaluation, and app usage learning and training. Prior studies are still fragmented and a more comprehensive and integrated framework is required to guide future research. Finally, we discuss the key antecedents of older adults’ app usage identified in reviewed articles and highlight seven heuristic topics with corresponding research questions for future research. Limitations of this review are also discussed

    Accessibility of Health Data Representations for Older Adults: Challenges and Opportunities for Design

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    Health data of consumer off-the-shelf wearable devices is often conveyed to users through visual data representations and analyses. However, this is not always accessible to people with disabilities or older people due to low vision, cognitive impairments or literacy issues. Due to trade-offs between aesthetics predominance or information overload, real-time user feedback may not be conveyed easily from sensor devices through visual cues like graphs and texts. These difficulties may hinder critical data understanding. Additional auditory and tactile feedback can also provide immediate and accessible cues from these wearable devices, but it is necessary to understand existing data representation limitations initially. To avoid higher cognitive and visual overload, auditory and haptic cues can be designed to complement, replace or reinforce visual cues. In this paper, we outline the challenges in existing data representation and the necessary evidence to enhance the accessibility of health information from personal sensing devices used to monitor health parameters such as blood pressure, sleep, activity, heart rate and more. By creating innovative and inclusive user feedback, users will likely want to engage and interact with new devices and their own data

    Multimodal Wearable Intelligence for Dementia Care in Healthcare 4.0: A Survey

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    As a new revolution of Ubiquitous Computing and Internet of Things, multimodal wearable intelligence technique is rapidly becoming a new research topic in both academic and industrial fields. Owning to the rapid spread of wearable and mobile devices, this technique is evolving healthcare from traditional hub-based systems to more personalised healthcare systems. This trend is well-aligned with recent Healthcare 4.0 which is a continuous process of transforming the entire healthcare value chain to be preventive, precise, predictive and personalised, with significant benefits to elder care. But empowering the utility of multimodal wearable intelligence technique for elderly care like people with dementia is significantly challenging considering many issues, such as shortage of cost-effective wearable sensors, heterogeneity of wearable devices connected, high demand for interoperability, etc. Focusing on these challenges, this paper gives a systematic review of advanced multimodal wearable intelligence technologies for dementia care in Healthcare 4.0. One framework is proposed for reviewing the current research of wearable intelligence, and key enabling technologies, major applications, and successful case studies in dementia care, and finally points out future research trends and challenges in Healthcare 4.0

    Sustainable Technology and Elderly Life

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    The coming years will see an exponential increase in the proportion of elderly people in our society. This accelerated growth brings with it major challenges in relation to the sustainability of the system. There are different aspects where these changes will have a special incidence: health systems and their monitoring; the development of a framework in which the elderly can develop their daily lives satisfactorily; and in the design of intelligent cities adapted to the future sociodemographic profile. The discussion of the challenges faced, together with the current technological evolution, can show possible ways of meeting the challenges. There are different aspects where these changes will have a special incidence: health systems and their monitoring; the development of a framework in which the elderly can develop their daily lives satisfactorily; and in the design of intelligent cities adapted to the future sociodemographic profile. This special issue discusses various ways in which sustainable technologies can be applied to improve the lives of the elderly. Six articles on the subject are featured in this volume. From a systematic review of the literature to the development of gamification and health improvement projects. The articles present suggestive proposals for the improvement of the lives of the elderly. The volume is a resource of interest for the scientific community, since it shows different research gaps in the current state of the art. But it is also a document that can help social policy makers and people working in this domain to planning successful projects

    Memory bites and games - environmental and mental elements affect brain health for elderly

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    This bachelor’s thesis is part of the Research and Development (R&D) project “Memory Bites and Games” at Lahti University of Applied Sciences. The aim of that project is to develop a new social game application which can be web-based or/and mobile based.  The function of the application is helping to train and maintain brain health, to identify early signs of cognitive malfunction or impairment.    The purpose: This literature review is to find out what are the mental, environmental elements which have affected on the development of brain diseases and how these aspects should be taken into account in preventing them. The method: Data was collected through systematic database search. The study consisted of international studies and articles were selected by peer reviewed. A qualitative literature review was used as the research method, inductive content analysis was used for data analysis. The findings: From environmental perspective, there are six factors containing lifestyle, residency, social networks, games, radiation and pollution were found to affect elder adult’s brain health. From mental perspective, five factors including lifestyle, social status, medical intervention, disease and art were found to dedicate to the quality of brain health of elderly people. In conclusion: The literature review is involved in environmental and mental elements which effect brain health of elderly people, the follow-up study about physical and cognitive elements effecting brain health is recommended in future.TĂ€mĂ€ opinnĂ€ytetyö on osa tutkimus ja kehitys projektia " Muistin Puraisut ja Pelit " Lahden ammattikorkeakoulussa. Kyseisen projektin tavoitteena on kehittÀÀ uusi sosiaalinen pelisovellus joka voi olla selain ja/tai kĂ€nnykkĂ€ pohjainen sovellus. Ohjelman tarkoituksena on auttaa harjoittelemaan, yllĂ€pitĂ€mĂ€nĂ€ aivojen kuntoa ja tunnistamaan varhaisia merkkejĂ€ kognitiivisestĂ€ heikentymisestĂ€ tai vajaatoiminnasta. Tarkoitus: TĂ€mĂ€ kirjallisuuskatsaus selvittÀÀ mitkĂ€ ovat psyykkisiĂ€ ja ympĂ€ristöllisiĂ€ tekijöitĂ€, jotka vaikuttavat aivosairauksien kehittymiseen ja mitenkĂ€ nĂ€mĂ€ pitĂ€isi huomioida niiden ehkĂ€isemiseksi. MenetelmĂ€: Tiedot kerĂ€ttiin systemaattisesti etsimĂ€llĂ€ tietokannasta. Tutkimus sisĂ€lti kansainvĂ€lisiĂ€ tutkimuksia ja artikkeleita, jotka valittiin Melinda, Masto-finna, Academic search elite (EBSCO), Medic ja PubMed tietokannoista. Kuvaistavaa kirjallisuuskatsomusta kĂ€ytettiin aineiston lĂ€hteenĂ€ ja mÀÀrĂ€llistĂ€ sisĂ€llön analyysia kĂ€ytettiin analysoinnissa. Havainnot: YmpĂ€ristöllisesti on kuusi tekijÀÀ. ElĂ€mĂ€ntapa, asuinpaikka, sosiaaliset verkostot, pelit, sĂ€teily ja saaste havaittiin vaikuttavan vanhuksen aivojen terveyteen. PsyykkisiĂ€ tekijöitĂ€ oli viisi tekijÀÀ. elĂ€mĂ€ntavat, sosiaalinen asema, lÀÀkinnĂ€llinen apu, taudit ja taide havaittiin vaikuttavan vanhusten aivoterveyteen. Yhteenveto: Kirjallisuuskatsauksessa liittyvĂ€t ympĂ€ristöllisiin ja psyykkisiin tekijöihin jotka vaikuttavat vanhusten aivojen terveyteen. Jatkotutkimus fyysisestĂ€ ja kognitiiviststa tekijöistĂ€, jotka vaikuttavat aivojen terveyteen on suositeltavaa tulevaisuudessa.        

    Promoting Physical Activity in Japanese Older Adults Using a Social Pervasive Game: Randomized Controlled Trial

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    Background: Pervasive games aim to create more fun and engaging experiences by mixing elements from the real world into the game world. Because they intermingle with players’ lives and naturally promote more casual gameplay, they could be a powerful strategy to stimulate physical activity among older adults. However, to use these games more effectively, it is necessary to understand how design elements of the game affect player behavior. Objective: The aim of this study was to evaluate how the presence of a specific design element, namely social interaction, would affect levels of physical activity. Methods: Participants were recruited offline and randomly assigned to control and intervention groups in a single-blind design. Over 4 weeks, two variations of the same pervasive game were compared: with social interaction (intervention group) and with no social interaction (control group). In both versions, players had to walk to physical locations and collect virtual cards, but the social interaction version allowed people to collaborate to obtain more cards. Changes in the weekly step counts were used to evaluate the effect on each group, and the number of places visited was used as an indicator of play activity. Results: A total of 20 participants were recruited (no social interaction group, n=10; social interaction group, n=10); 18 participants remained active until the end of the study (no social interaction group, n=9; social interaction group, n=9). Step counts during the first week were used as the baseline level of physical activity (no social interaction group: mean 46, 697.2, SE 7905.4; social interaction group: mean 45, 967.3, SE 8260.7). For the subsequent weeks, changes to individual baseline values (absolute/proportional) for the no social interaction group were as follows: 1583.3 (SE 3108.3)/4.6% (SE 7.2%) (week 2), 591.5 (SE 2414.5)/2.4% (SE 4.7%) (week 3), and −1041.8 (SE 1992.7)/0.6% (SE 4.4%) (week 4). For the social interaction group, changes to individual baseline values were as follows: 11520.0 (SE 3941.5)/28.0% (SE 8.7%) (week 2), 9567.3 (SE 2631.5)/23.0% (SE 5.1%) (week 3), and 7648.7 (SE 3900.9)/13.9% (SE 8.0%) (week 4). The result of the analysis of the group effect was significant (absolute change: η2=0.31, P=.04; proportional change: η2=0.30, P=.03). Correlations between both absolute and proportional change and the play activity were significant (absolute change: r=0.59, 95% CI 0.32 to 0.77; proportional change: r=0.39, 95% CI 0.08 to 0.64). Conclusions: The presence of social interaction design elements in pervasive games appears to have a positive effect on levels of physical activity. Trial Registration: Japan Medical Association Clinical Trial Registration Number JMA-IIA00314; https://tinyurl.com/y5nh6ylr (Archived by WebCite at http://www.webcitation.org/761a6MVAy
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