10 research outputs found

    Stratégies pour le raisonnement sur le contexte dans les environnements d assistance pour les personnes âgées

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    Tirant parti de notre expérience avec une approche traditionnelle des environnements d'assistance ambiante (AAL) qui repose sur l'utilisation de nombreuses technologies hétérogènes dans les déploiements, cette thèse étudie la possibilité d'une approche simplifiée et complémentaire, ou seul un sous-ensemble hardware réduit est déployé, initiant un transfert de complexité vers le côté logiciel. Axé sur les aspects de raisonnement dans les systèmes AAL, ce travail a permis à la proposition d'un moteur d'inférence sémantique adapté à l'utilisation particulière à ces systèmes, répondant ainsi à un besoin de la communauté scientifique. Prenant en compte la grossière granularité des données situationnelles disponible avec une telle approche, un ensemble de règles dédiées avec des stratégies d'inférence adaptées est proposé, implémenté et validé en utilisant ce moteur. Un mécanisme de raisonnement sémantique novateur est proposé sur la base d'une architecture de raisonnement inspiré du système cognitif. Enfin, le système de raisonnement est intégré dans un framework de provision de services sensible au contexte, se chargeant de l'intelligence vis-à-vis des données contextuelles en effectuant un traitement des événements en direct par des manipulations ontologiques complexes. L ensemble du système est validé par des déploiements in-situ dans une maison de retraite ainsi que dans des maisons privées, ce qui en soi est remarquable dans un domaine de recherche principalement cantonné aux laboratoiresLeveraging our experience with the traditional approach to ambient assisted living (AAL) which relies on a large spread of heterogeneous technologies in deployments, this thesis studies the possibility of a more stripped down and complementary approach, where only a reduced hardware subset is deployed, probing a transfer of complexity towards the software side, and enhancing the large scale deployability of the solution. Focused on the reasoning aspects in AAL systems, this work has allowed the finding of a suitable semantic inference engine for the peculiar use in these systems, responding to a need in this scientific community. Considering the coarse granularity of situational data available, dedicated rule-sets with adapted inference strategies are proposed, implemented, and validated using this engine. A novel semantic reasoning mechanism is proposed based on a cognitively inspired reasoning architecture. Finally, the whole reasoning system is integrated in a fully featured context-aware service framework, powering its context awareness by performing live event processing through complex ontological manipulation. the overall system is validated through in-situ deployments in a nursing home as well as private homes over a few months period, which itself is noticeable in a mainly laboratory-bound research domainEVRY-INT (912282302) / SudocSudocFranceF

    Modélisation d'une interaction système-résident contextuelle, personnalisée et adaptative pour l'assistance cognitive à la réalisation des activités de la vie quotidienne dans les maisons connectées

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    Alors que le nombre de personnes vivant avec des déficits cognitifs qui découlent d’un traumatisme craniocérébral (TCC) va en croissant, les technologies d’assistance sont de plus en plus développées pour résoudre les problèmes qu’ils induisent dans la réalisation des activités de la vie quotidienne. L’Internet des objets et l’intelligence ambiante offrent un cadre pour fournir des services d’assistance sensibles au contexte, adaptatifs, autonomes et personnalisés pour ces personnes ayant des besoins particuliers. Une revue de la littérature sur le sujet permet de constater que les systèmes existants offrent très souvent une assistance excessive, quand l’aide contient plus d’information que nécessaire ou quand elle est fournie automatiquement à chaque étape de l’activité. Cette assistance, inadaptée aux besoins et aux capacités de la personne, est contraire à certains principes de la réadaptation cognitive qui prônent la fourniture d’une assistance minimale pour encourager la personne à agir au meilleur de ses capacités. Cette thèse propose des modèles pour automatiser l’assistance cognitive sous forme de dialogue contextuel entre une personne ayant des déficits cognitifs dus au TCC et un système lui fournissant l’assistance appropriée qui l’encourage à réaliser ses activités par lui-même. Les principales contributions sont : (1) un modèle ontologique comme support de l’assistance cognitive dans les maisons connectées ; (2) un modèle d’interaction entre l’agent intelligent d’une maison connectée et une personne ayant subi un TCC, dans le cadre de l’assistance cognitive. Le modèle ontologique proposé s’appuie sur les actes de langages et les données probantes de la réadaptation cognitive afin que l’assistance reflète la pratique clinique. Il vise à fournir aux maisons intelligentes la sémantique des données nécessaires pour caractériser les situations où il y a besoin d’assistance, les messages d’assistance de gradations différentes et les réactions de la personne. Informé par le modèle ontologique, le modèle d’interaction basé sur des arbres de comportement (« behaviour trees ») permet alors à un agent intelligent de planifier dynamiquement la diffusion de messages d’assistance progressifs avec des ajustements si nécessaire, en fonction du profil et du comportement du résident de la maison connectée lors de l’accomplissement de ses activités. Une validation préliminaire montre l’applicabilité des modèles dans l’implémentation de scénarios relatifs à l’utilisation sécuritaire d’une cuisinière connectée dédiée aux personnes ayant subi un TCC

    Design and management of pervasive eCare services

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    The Use of digital games to enhance the physical exercise activity of the elderly : a case of Finland

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    According to the World Health Organization (WHO), population ageing is a global phenomenon, which brings both challenges and opportunities for society. The current longer expected lifespan can create opportunities for the elderly to contribute in many ways to their families and communities. However, it greatly depends on their quality of life, which is affected by many factors, including physical and functional health, social well-being, and cognitive abilities. The WHO (2012) states that physical health is one of the indicators for the elderly’s quality of life, and it declines with increasing age. Participation in regular physical exercises can help the elderly improve their physical and mental health, and this has been aided by the use of modern technologies to promote the elderly’s physical and functional health. Of these latest technologies, digital games have shown promise to improve and enhance the elderly’s physical activities through fun and engaging gameplay. The literature highlights that some commercial games in the market (e.g. Microsoft Kinect- Sports and Nintendo Wii Sports games) have the potential to improve the elderly’s physical health such as gait, balance, and fall prevention. However, researchers argue that these commercial games are not designed specifically for the elderly and their physical exercise activities. They state that most commercial games are not user-friendly for the elderly whose functional and physical abilities are limited due to their advanced years. The literature points out that more studies need to be undertaken to understand the usability and usefulness of digital games for physical exercise activities so that game designers can create elderly-friendly digital games in the future. In Finland, the government has been focusing on promoting healthy ageing and increasing home care services for the elderly. In recent years, Finnish researchers have used digital games to promote older Finns’ healthy and active ageing. The existing literature, whilst showing the potential of digital games for elderly Finns’ physical health, also acknowledges further research is needed particularly in the context of Finland. Thus, in this study, we aimed at investigating digital games to specifically assess their applications for older Finns’ physical activities, focusing on the quality of users’ experiences, and their reported ease of use and perceived usefulness. We used the mixed methods approach, which applies both qualitative and quantitative research methods. The study design included four stages: requirements gathering, analysis and design, prototyping, and evaluation. Firstly, we conducted pre-studies to elicit users’ requirements. This was followed by the analysis of the resulting data to identify trends and patterns, which fuelled ideas in the brainstorming game design and development phases. The final product was a digital game-based physical exercise called the Skiing Game. We then evaluated the Skiing Game in Finland with 21 elderly Finns (M=7, F=14, Average Age =76). By using questionnaires, observation, and interviews, we investigated user experiences, focusing on the game’s usability, and usefulness for enhancing the physical activity and wellbeing of the elderly. We also conducted a comparative test of the Skiing Game in Japan with 24 elderly Japanese participants (M=12, F=12, Average Age = 72) to further understand non-Finnish elderly users’ experiences. The findings from the usability study of the Skiing Game in Finland demonstrated that elderly Finns had a positive experience in the gameplay, and their motivation was noticeably high. It also confirmed that elderly Finns have a genuine interest in digital game-based exercises and strong intentions to play digital games as a form of physical exercise in the future. Although prior to the study most of them had negative views and misconceptions about digital games, after the gameplay their attitudes were decidedly positive. They acknowledged that whilst playing digital games could be an alternative way of exercising for them their use would primarily be when they don’t have access to their usual non-digital physical exercise. The Japanese usability of the Skiing Game showed that the elderly Japanese people also had positive user experiences in playing digital games, and also intend to use them in the future. Similarly, after playing the game they reported that their attitudes towards digital games become positive, and indicated playing digital games could be an alternative way of exercising. Although the comparison of the two studies suggests that the elderly Finns had relatively more positive experiences whilst playing the Skiing Game, compared to their Japanese counterparts, in general, both groups had a positive experience in the gameplay and showed interest in digital games as an alternative exercise. Based on the usability lessons learned from these two studies, recommendations for practitioners and designers regarding improvements in game design and development are made in this report. Implementing these modifications into future designs and further development of digital games for the elderly will improve their commercial viability and user uptake. The findings from this study can provide valuable insights, particularly for Finnish policymakers and healthcare practitioners who are keen to introduce digital games into the aged-care sector in Finland. The studies have also provided valuable insights into the optimal methods for introducing Finnish digital games to international markets, in particular, digital games tailored specifically for the physical exercise needs and motivations of the elderly. By taking into consideration the limitations of the study, we provide our future studies and further improvements of the game to be conducted

    Proceedings of The Multi-Agent Logics, Languages, and Organisations Federated Workshops (MALLOW 2010)

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    http://ceur-ws.org/Vol-627/allproceedings.pdfInternational audienceMALLOW-2010 is a third edition of a series initiated in 2007 in Durham, and pursued in 2009 in Turin. The objective, as initially stated, is to "provide a venue where: the cost of participation was minimum; participants were able to attend various workshops, so fostering collaboration and cross-fertilization; there was a friendly atmosphere and plenty of time for networking, by maximizing the time participants spent together"

    Front-Line Physicians' Satisfaction with Information Systems in Hospitals

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    Day-to-day operations management in hospital units is difficult due to continuously varying situations, several actors involved and a vast number of information systems in use. The aim of this study was to describe front-line physicians' satisfaction with existing information systems needed to support the day-to-day operations management in hospitals. A cross-sectional survey was used and data chosen with stratified random sampling were collected in nine hospitals. Data were analyzed with descriptive and inferential statistical methods. The response rate was 65 % (n = 111). The physicians reported that information systems support their decision making to some extent, but they do not improve access to information nor are they tailored for physicians. The respondents also reported that they need to use several information systems to support decision making and that they would prefer one information system to access important information. Improved information access would better support physicians' decision making and has the potential to improve the quality of decisions and speed up the decision making process.Peer reviewe

    Usability analysis of contending electronic health record systems

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    In this paper, we report measured usability of two leading EHR systems during procurement. A total of 18 users participated in paired-usability testing of three scenarios: ordering and managing medications by an outpatient physician, medicine administration by an inpatient nurse and scheduling of appointments by nursing staff. Data for audio, screen capture, satisfaction rating, task success and errors made was collected during testing. We found a clear difference between the systems for percentage of successfully completed tasks, two different satisfaction measures and perceived learnability when looking at the results over all scenarios. We conclude that usability should be evaluated during procurement and the difference in usability between systems could be revealed even with fewer measures than were used in our study. © 2019 American Psychological Association Inc. All rights reserved.Peer reviewe

    Proceedings of the Seventh Congress of the European Society for Research in Mathematics Education

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    International audienceThis volume contains the Proceedings of the Seventh Congress of the European Society for Research in Mathematics Education (ERME), which took place 9-13 February 2011, at Rzeszñw in Poland
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