11,783 research outputs found

    Exergame design for elderly users: the case study of SilverBalance

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    In this paper, we discuss chances and challenges of game design for an elderly audience with a focus on the development of safe and usable exertion games for frail senior citizens. Based on an analysis of theoretical constraints, we conducted a case study which implements different balance tasks for elderly players featuring the Nintendo Wii Balance Board which encourages users to actively engage in game play. Furthermore, we tested the feasibility of the board as input device for our case study SilverBalance. Our results indicate that age-related impairments influence the use of video games among frail elderly in many respects, hence their needs have to be considered during the design process. In this context, our paper provides a foundation for future research regarding digital games for the elderly. © 2010 ACM

    Technology use in everyday life: Implications for designing for older users

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    This study examines the experience and attitudes of older adults towards technology and how they compare with younger age groups. Two hundred and thirty seven participants completed an extensive questionnaire exploring their daily lifestyle, use of technology, attitudes towards technology, and perceived difficulty of household devices. The main findings from the study were; (1) there was a strong motivation to learn or to continue learning to use computers by the older group; (2) social connectedness influenced how the older group used or would like to use technology and also why some preferred not to use it; and finally (3) there was an age-related increase in perceived difficulty for many household devices, however some devices maintained intergenerational usability. These finding can be used to inform the design of future intergenerational household technologies

    On the use of serious games technology to facilitate large-scale training in cybercrime response

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    As technology becomes pervasive in everyday life, there are very few crimes that don’t have some ‘cyber’ element to them. The vast majority of crime now has some digital footprint; whether it’s from a CCTV camera, mobile phone or IoT device, there exists a vast range of technological devices with the ability to store digital evidence that could be of use during a criminal investigation. There is a clear requirement to ensure that digital forensic investigators have received up-to-date training on appropriate methods for the seizure, acquisition and analysis of digital devices. However, given the increasing number of crimes now involving a range of technological devices it is increasingly important for those police officers who respond to incidents of crime to have received appropriate training.The aim of our research is to transform the delivery of first responder training in tackling cybercrime.A project trialling the use of computer games technology to train officers in cybercrime response is described. A game simulating typical cybercrime scenes has been developed and its use in training first responders has been evaluated within Police Scotland. Overall, this approach to the large-scale provision of training (potentially to a whole force) is shown to offer potential

    POLIS media and family report

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    Immersive Virtual Reality for the Management of Pain in Community-Dwelling Older Adults.

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    Immersive virtual reality (VR) can provide a high level of engagement and distraction analgesia to address pain. However, community-based applications of this technology for older adults have not been studied. The objective of this study was to examine the applicability and effectiveness of an immersive VR intervention for pain, depression, and quality of life (QOL) in older adults. This pretest–posttest, mixed-methods design included senior center members (n = 12) with pain that interfered with daily functioning. The outcomes included the Numeric Pain Rating Scale, Patient-Reported Outcomes Measurement Information System (PROMIS®) depression scale, World Health Organization Quality of Life Scale Brief Version (WHO QOL-BREF), and open-ended questions. The VR intervention (15- to 45-min sessions, 12 sessions over 6 weeks) was well accepted with no dropouts. There was a significant decrease in pain (p =.002, d = −1.54) with no effect on depression and QOL. There were no adverse effects, and positive perceptions of VR were reported. The 6-week immersive VR intervention was applicable and effective in reducing pain intensity for community-dwelling older adults

    Information technology for active ageing: A review of theory and practice

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    Active Ageing aims to foster a physically, mentally and socially active lifestyle as a person ages. It is a complex, multi-faceted problem that involves a variety of different actors, such as policy makers, doctors, care givers, family members, friends and, of course, older adults. This review aims to understand the role of a new actor, which increasingly plays the role of enabler and facilitator, i.e., that of the technology provider. The review specifically focuses on Information Technology (IT), with a particular emphasis on software applications, and on how IT can prevent decline, compensate for lost capabilities, aid care, and enhance existing capabilities. The analysis confirms the crucial role of IT in Active Ageing, shows that Active Ageing requires a multidisciplinary approach, and identifies the need for better integration of hardware, software, the environment and the involved actors

    Digital exclusion in later life : a Maltese case-study

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    Information and communication technologies (ICTs) are driving profound changes in the way in which individuals, organizations and governments interact. In particular, the internet has been a major force behind the development towards a more globalized, knowledge-based economy. However, in terms of computer access and internet usage, a digital divide between the ‘haves’ and the ‘have nots’ has long been recognized. One key sector of non-users consists of older persons. For various reasons – including no exposure to computers over their lifetime and in their occupations, income levels, physical disability and access to affordable ICT training – only limited percentages of older people have adequate ICT skills. A growing concern is that older adults who do not engage with ICTs face social disadvantages and exclusion. This article reports upon a qualitative study on older non-users of ICTs, with its key goal being to understand what leads to, and the effects of, digital exclusion in later life. Results found that older persons who never made use of ICTs were significantly delineated by gender and socio-economic status patterns - namely, women (especially housewives, who had never been in paid employment), individuals who worked in blue-collar and working-class occupations, and the long-term unemployed. Data also demonstrated that access was not the main issue at hand, and that the failure of older adults to become digital citizens was the result of a continuum of overlapping barriers. This study provided information highlighting the rationales and motivations underlying individuals’ non-use of computers - namely, believing that they were now ‘too old’ to use new technologies, a lack of relevance or ‘life-fit’ of computers, perceived non-usefulness and difficulty to use, anxiety about computer usage, concern about security and privacy issues, and the facing of disability issues.N/

    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

    Effects of non-pharmacological or pharmacological interventions on cognition and brain plasticity of aging individuals.

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    Brain aging and aging-related neurodegenerative disorders are major health challenges faced by modern societies. Brain aging is associated with cognitive and functional decline and represents the favourable background for the onset and development of dementia. Brain aging is associated with early and subtle anatomo-functional physiological changes that often precede the appearance of clinical signs of cognitive decline. Neuroimaging approaches unveiled the functional correlates of these alterations and helped in the identification of therapeutic targets that can be potentially useful in counteracting age-dependent cognitive decline. A growing body of evidence supports the notion that cognitive stimulation and aerobic training can preserve and enhance operational skills in elderly individuals as well as reduce the incidence of dementia. This review aims at providing an extensive and critical overview of the most recent data that support the efficacy of non-pharmacological and pharmacological interventions aimed at enhancing cognition and brain plasticity in healthy elderly individuals as well as delaying the cognitive decline associated with dementia
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