6,611 research outputs found

    Digital Support to Guide Physical Activity - Augmented Daily Routines for Young Elderly

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    New EU-level studies show that EU is “turning increasingly grey” and the old-age de-pendency ratio increases steadily during the next three decades. There is a growing, serious problem – people live longer lives but they are in worse shape during their final years and need growing support from health care resources. There is need for a new focus on prevention and on turning the development. The “young elderly” (the 60-75 years old age group) should adopt physical activity (PA) programs and make them part of their everyday routines. The learning processes get started through interventions with digital wellness services. DigitalWells is a research and development program to acti-vate 1000 young elderly to select and use PA programs. The goal is to keep the young elderly in better shape for their senior years (75+) and to contribute to significant reduc-tions in the growth of elderly health and social care costs

    Designing Interactive Public Displays for Social Interaction among Nursing Home Residents

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    Wearables and Wellness for the Young Elderly - Transforming Everyday Lives?

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    Mobile and wearable technologies have unique advantages within health and wellness. Current knowledge on wearables shows, however, that users easily abandon them after an initial use period. We wanted to investigate whether adding a social dimension to wearable use would be valuable in the young elderly age group, and investigate user experiences of wearables when introducing them to people not in the traditional target group of fitness wearables and without previous experience of wearables. In this exploratory study aimed at gaining a holistic picture to guide further research, we utilize multiple research methods to gain rich data. We found that the young elderly had a clear interest in the wearable. Introducing a social dimension to the wearable seemed beneficial as the young elderly quickly formed a both supportive and competitive relation. The social connection formed through the device appeared to be value adding for the participants and seems to at least partially address the previously identified barriers

    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

    A Kinect-Based Interactive System for Home-Assisted Active Aging

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    Virtually every country in the world is facing an unprecedented challenge: society is aging.Assistive technologies are expected to play a key role in promoting healthy lifestyles in the elderly.This paper presents a Kinect-based interactive system for home-assisted healthy aging, which guides,supervises, and corrects older users when they perform scheduled physical exercises. Interactionstake place in gamified environments with augmented reality. Many graphical user interface elementsand workflows have been designed considering the sensory, physical and technological shortcomingsof the elderly, adapting accordingly the interaction methods, graphics, exercises, tolerance margins,physical goals, and scoring criteria. Experiments involved 57 participants aged between 65 and 80who performed the same physical routine six times during 15 days. After each session, participantscompleted a usability survey. Results provided significant evidence that support (1) the effectivenessof the system in assisting older users of different age ranges, (2) the accuracy of the system inmeasuring progress in physical achievement of the elderly, and (3) a progressive acceptance ofthe system as it was used. As a main conclusion, the experiments verified that despite their poortechnological skills, older people can adapt positively to the use of an interactive assistance tool foractive aging if they experience clear benefits

    Motion-Based Video Games for Older Adults in Long-Term Care

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    Older adults in residential care often lead sedentary lifestyles despite physical and cognitive activities being crucial for their well-being. Care facilities face the challenge of encouraging their residents to participate in leisure activities, but as the impact of age-related changes grows, few activities remain accessible. Video games in general – and motion-based games in particular – hold the promise of providing mental, physical and social stimulation for older adults. However, the accessibility of commercially available games for older adults is not considered during the development process. Therefore, many older adults are unable to obtain any of the benefits. In my dissertation, this issue is addressed through the development of motion-based game controls that specifically address the needs of older adults. The first part of this thesis lays the foundation by providing an overview of motion-based game interaction for older adults. The second part demonstrates the general feasibility of motion-based game controls for older adults, develops full-body motion-based and wheelchair-based game controls, and provides guidelines for accessible motion-based game interaction for institutionalized older adults. The third part of this thesis builds on these results and presents two case studies. Motion-based controls are applied and further evaluated in game design projects addressing the special needs of older adults in long-term care, with the first case study focusing on long-term player engagement and the role of volunteers in care homes, and the second case study focusing on connecting older adults and caregivers through play. The results of this dissertation show that motion-based game controls can be designed to be accessible to institutionalized older adults. My work also shows that older adults enjoy engaging with motion-based games, and that such games have the potential of positively influencing them by providing a physically and mentally stimulating leisure activity. Furthermore, results from the case studies reveal the benefits and limitations of computer games in long-term care. Fostering inclusive efforts in game design and ensuring that motion-based video games are accessible to broad audiences is an important step toward allowing all players to obtain the full benefits of games, thereby contributing to the quality of life of diverse audiences

    Design and Evaluation of a Virtual Reality Game to Improve Physical and Cognitive Acuity

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    Physical and mental health are both integral to healthy living and ageing, and a causal-cum-symbiotic relationship has been observed between the two. Physical and cognitive activities such as exercise and board games are known to promote healthy ageing. In this regard, highly engaging lightboard games are known to improve hand-eye coordination, reflexes, and motor skills for individuals. Immersivity of virtual reality games can transform mundane and repetitive exercise routines into stimulating experiences, and they can be utilized by users to improve physical and cognitive performance from the comfort of their homes. In this study, we adopt design science framework to design, develop and evaluate a VR BATAK lightboard game to improve physical reaction, hand-eye coordination, visual memory and cognitive processing. Based on the findings from evaluation over three phases, we propose three design principles related to accessibility, sensory cueing and cognitive loading, as theoretical and practical contributions of this study

    Mobile Recommendation System to Provide Emotional Support and Promote Active Aging for Older Adults in the Republic of Panama

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    Aging brings with it physical and cognitive changes that can lead to health problems such as chronic disease and cognitive impairment. Technology is a fundamental ally in improving the quality of life of older adults by enabling accurate and early diagnosis. In this context, we present a mobile application designed to provide emotional support and guidance, thus contributing to the well-being of this demographic group. Our study was based on quantitative research methods, using an experimental approach on a sample of users aged between 60 and 80 years. The results showed that 93.3% of users found the app to be a useful resource for adopting a healthier lifestyle. The app provides specific recommendations, such as breathing exercises to reduce anxiety, recreational activities, exercises tailored to physical ability, and meditation practices. These specific features have been shown to improve the well-being of older adults by providing a personalized approach to the challenges of aging

    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
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