54,333 research outputs found

    Smart hospital emergency system via mobile-based requesting services

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    In recent years, the UK’s emergency call and response has shown elements of great strain as of today. The strain on emergency call systems estimated by a 9 million calls (including both landline and mobile) made in 2014 alone. Coupled with an increasing population and cuts in government funding, this has resulted in lower percentages of emergency response vehicles at hand and longer response times. In this paper, we highlight the main challenges of emergency services and overview of previous solutions. In addition, we propose a new system call Smart Hospital Emergency System (SHES). The main aim of SHES is to save lives through improving communications between patient and emergency services. Utilising the latest of technologies and algorithms within SHES is aiming to increase emergency communication throughput, while reducing emergency call systems issues and making the process of emergency response more efficient. Utilising health data held within a personal smartphone, and internal tracked data (GPU, Accelerometer, Gyroscope etc.), SHES aims to process the mentioned data efficiently, and securely, through automatic communications with emergency services, ultimately reducing communication bottlenecks. Live video-streaming through real-time video communication protocols is also a focus of SHES to improve initial communications between emergency services and patients. A prototype of this system has been developed. The system has been evaluated by a preliminary usability, reliability, and communication performance study

    Custom-designed motion-based games for older adults: a review of literature in human-computer interaction

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    Many older adults, particularly persons living in senior residences and care homes, lead sedentary lifestyles, which reduces their life expectancy. Motion-based video games encourage physical activity and might be an opportunity for these adults to remain active and engaged; however, research efforts in the field have frequently focused on younger audiences and little is known about the requirements and benefits of motion-based games for elderly players. In this paper, we present an overview of motion-based video games and other interactive technologies for older adults. First, we summarize existing approaches towards the definition of motion-based video games – often referred to as exergames – and suggest a categorization of motion-based applications into active video games, exergames, and augmented sports. Second, we use this scheme to classify case studies addressing design efforts particularly directed towards older adults. Third, we analyze these case studies with a focus on potential target audiences, benefits, challenges in their deployment, and future design opportunities to investigate whether motion-based video games can be applied to encourage physical activity among older adults. In this context, special attention is paid to evaluation routines and their implications regarding the deployment of such games in the daily lives of older adults. The results show that many case studies examine isolated aspects of motion-based game design for older adults, and despite the broad range of issues in motion-based interaction for older adults covered by the sum of all research projects, there appears to be a disconnect between laboratory-based research and the deployment of motion-based video games in the daily lives of senior citizens. Our literature review suggests that despite research results suggesting various benefits of motion-based play for older adults, most work in the field of game design for senior citizens has focused on the implementation of accessible user interfaces, and that little is known about the long-term deployment of video games for this audience, which is a crucial step if these games are to be implemented in activity programs of senior residences, care homes, or in therapy

    Collaborating to Create Elder Friendly Communities in New Hampshire: A Scan of the Current Landscape

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    The fact that the population of the United States is aging is no surprise; the demographic projections are well documented. There have never been as many older adults living as there are today, and this number will only increase. Northern New England is aging more rapidly than the rest of the country, with Vermont, Maine, and New Hampshire having the oldest populations in term of median age (U.S. Census, 2014). New Hampshire is expected to be the fastest aging state in New England through 2030, with nearly one-third of its population being over the age of 65 (Norton, 2011). This phenomenon is anticipated to place substantial pressure on publicly-funded health programs and long-term services and supports in the Granite State. But the story of the aging of the population is not only about increased numbers. As longevity increases, the average age of the older population will see a dramatic increase. The number of persons over the age of 85 in the United States is expected to increase five-fold by 2040. As the possibility for functional limitations and disability increases with age, the need for long-term, formal, and informal supports is expected to increase as the number of older adults, particularly those over the age of 85 increases. In addition, women continue to live longer than men; on average, life expectancy for women is three years longer than for men. These factors create a complex picture of aging, which includes a growing population of older adults, a majority of whom will be women; and a growing number of those over the age of 85, who are more likely to require some type of assistance as they age. It is a mistake to look at our aging population in a singular way. Although we tend to make generalizations about older adults, as a group, they are more physiologically and socially diverse than any other age group (Brummel-Smith & Mosqueda, 2003). As we age, we become more and more diverse, as there are no two people who have had the same life experiences, shaping who we are over our lifetimes. The baby boomers (those born between 1946 and 1964) are likely to be the most diverse cohort of older adults we have seen to date, and it is likely that they will redefine our conception of age and aging. Older adults bring a diverse set of skills, talents, and knowledge that should be tapped as a significant natural resource to support a new and exciting vision of aging

    In the Eye of the Storm: A Special Report About the Robert Wood Johnson Foundation's Response to the 2005 Gulf States Disasters

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    Describes the foundation's early decision-making, immediate response, and long-term commitment to rebuilding in the hurricane-affected areas. Highlights staff and grantee activities, as well as lessons learned about the grantmaking process and strategy

    Technology to support young people 16 to 18 years of age who are not in employment, education or training (NEET): a local authority landscape review - final report

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    Becta landscape review: Technologies used by local authorities to support young people who are not in education, employment or trainin

    Design of cloud robotic services for senior citizens to improve independent living in multiple environments

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    The paper proposed a cloud robotic solution for the healthcare management of senior citizens, to demonstrate the opportunity to remotely provide continuous assistive robotic services to a number of seniors regardless to their position in the monitored environment. In particular, a medication reminding, a remote home monitoring and an user indoor localization service were outsourced in the cloud and provided to the robots, users and caregivers on request. The proposed system was composed of a number of robotic agents distributed over two smart environments: a flat at the Domocasa Lab (Peccioli, IT) and a condominium at the Angen site of the Orebro science park (Orebro, SE). The cloud acquired data from remote smart environments and enabled the local robots to provide advanced assistive services to a number of users. The proposed smart environments were able to collect raw data for the environmental monitoring and the localization of the users by means of wireless sensors, and provide such data to the cloud. On the cloud, specific algorithms improved the local robots, by providing event scheduling to accomplish assistive services and situation awareness on the users position and environments’ status. The indoor user localization service, was provided by means of commercial and ad-hoc sensors distributed over the environments and a sensor fusion algorithm on the cloud. The entire cloud solution was evaluated in terms of Quality of Service (QoS) to estimate the effectiveness of the architecture

    The Latino Age Wave: What Changing Ethnic Demographics Mean for the Future of Aging in the U.S.

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    Highlights data on aging Latinos/Hispanics, trends in the assets and needs of community-based organizations serving or that could serve older Latinos, and strategies for addressing gaps in supportive policies. Outlines best practices and recommendations

    Integrating Volunteered Geographic Information into Pervasive Health Computing Applications

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    In this paper we describe the potential for using Volunteered Geographic Information (VGI) in pervasive health computing. We use the OpenStreetMap project as a case-study of a successful VGI project and investigate how it can be expanded and used as a source of spatial information for pervasive computing technologies particularly in the area of access to information on healthcare services
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