36,588 research outputs found

    Serious Games Application for Memory Training Using Egocentric Images

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    Mild cognitive impairment is the early stage of several neurodegenerative diseases, such as Alzheimer's. In this work, we address the use of lifelogging as a tool to obtain pictures from a patient's daily life from an egocentric point of view. We propose to use them in combination with serious games as a way to provide a non-pharmacological treatment to improve their quality of life. To do so, we introduce a novel computer vision technique that classifies rich and non rich egocentric images and uses them in serious games. We present results over a dataset composed by 10,997 images, recorded by 7 different users, achieving 79% of F1-score. Our model presents the first method used for automatic egocentric images selection applicable to serious games.Comment: 11 page

    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

    Visual complexity, player experience, performance and physical exertion in motion-based games for older adults

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    Motion-based video games can have a variety of benefits for the players and are increasingly applied in physical therapy, rehabilitation and prevention for older adults. However, little is known about how this audience experiences playing such games, how the player experience affects the way older adults interact with motion-based games, and how this can relate to therapy goals. In our work, we decompose the player experience of older adults engaging with motion-based games, focusing on the effects of manipulations of the game representation through the visual channel (visual complexity), since it is the primary interaction modality of most games and since vision impairments are common amongst older adults. We examine the effects of different levels of visual complexity on player experience, performance, and exertion in a study with fifteen participants. Our results show that visual complexity affects the way games are perceived in two ways: First, while older adults do have preferences in terms of visual complexity of video games, notable effects were only measurable following drastic variations. Second, perceived exertion shifts depending on the degree of visual complexity. These findings can help inform the design of motion-based games for therapy and rehabilitation for older adults

    A Wii Bit of Fun: A Novel Platform to Deliver Effective Balance Training to Older Adults

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    BACKGROUND: Falls and fall-related injuries are symptomatic of an aging population. This study aimed to design, develop, and deliver a novel method of balance training, using an interactive game-based system to promote engagement, with the inclusion of older adults at both high and low risk of experiencing a fall.STUDY DESIGN: Eighty-two older adults (65 years of age and older) were recruited from sheltered accommodation and local activity groups. Forty volunteers were randomly selected and received 5 weeks of balance game training (5 males, 35 females; mean, 77.18 ± 6.59 years), whereas the remaining control participants recorded levels of physical activity (20 males, 22 females; mean, 76.62 ± 7.28 years). The effect of balance game training was measured on levels of functional balance and balance confidence in individuals with and without quantifiable balance impairments.RESULTS: Balance game training had a significant effect on levels of functional balance and balance confidence (P Peer reviewedFinal Published versio

    Use of nonintrusive sensor-based information and communication technology for real-world evidence for clinical trials in dementia

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    Cognitive function is an important end point of treatments in dementia clinical trials. Measuring cognitive function by standardized tests, however, is biased toward highly constrained environments (such as hospitals) in selected samples. Patient-powered real-world evidence using information and communication technology devices, including environmental and wearable sensors, may help to overcome these limitations. This position paper describes current and novel information and communication technology devices and algorithms to monitor behavior and function in people with prodromal and manifest stages of dementia continuously, and discusses clinical, technological, ethical, regulatory, and user-centered requirements for collecting real-world evidence in future randomized controlled trials. Challenges of data safety, quality, and privacy and regulatory requirements need to be addressed by future smart sensor technologies. When these requirements are satisfied, these technologies will provide access to truly user relevant outcomes and broader cohorts of participants than currently sampled in clinical trials

    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

    Full-body motion-based game interaction for older adults

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    Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life. Copyright 2012 ACM

    The UK geography of the E-Society: a national classification

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    It is simplistic to think of the impacts of new information and communication technologies (ICTs) in terms of a single, or even small number of, 'digital divides'. As developments in what has been termed the ?e-society? reach wider and more generalisedaudiences, so it becomes appropriate to think of digital media as having wider-ranging but differentiated impacts upon consumer transactions, information gathering and citizen participation. This paper describes the development of a detailed, nationwide household classification based on levels of awareness of different ICTs; levels of use of ICTs; andtheir perceived impacts upon human capital formation and the quality of life. It discusses how geodemographic classification makes it possible to provide context for detailed case studies, and hence identify how policy might best improve both the quality and degree ofsociety?s access to ICTs. The primary focus of the paper is methodological, but it alsoillustrates how the classification may be used to investigate a range of regional and subregional policy issues. This paper illustrates the potential contribution of bespoke classifications to evidence-based policy, and the likely benefits of combining the most appropriate methods, techniques, datasets and practices that are used in the public and private sectors. It is simplistic to think of the impacts of new information and communication technologies (ICTs) in terms of a single, or even small number of, 'digital divides'. As developments in what has been termed the ?e-society? reach wider and more generalisedaudiences, so it becomes appropriate to think of digital media as having wider-rangingbut differentiated impacts upon consumer transactions, information gathering and citizen participation. This paper describes the development of a detailed, nationwide household classification based on levels of awareness of different ICTs; levels of use of ICTs; and their perceived impacts upon human capital formation and the quality of life. It discusses how geodemographic classification makes it possible to provide context for detailed case studies, and hence identify how policy might best improve both the quality and degree of society?s access to ICTs. The primary focus of the paper is methodological, but it also illustrates how the classification may be used to investigate a range of regional and subregional policy issues. This paper illustrates the potential contribution of bespoke classifications to evidence-based policy, and the likely benefits of combining the most appropriate methods, techniques, datasets and practices that are used in the public and private sectors
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