8,995 research outputs found

    On preventive blood pressure self-monitoring at home

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    Self-monitoring activities are increasingly becoming part of people’s everyday lives. Some of these measurements are taken voluntarily rather than being referred by a physician and conducted because of either a preventive health interest or to better understand the body and its functions (the so-called Quantified Self). In this article, we explore socio-technical complexities that may occur when introducing preventive health-measurement technologies into older adults’ daily routines and everyday lives. In particular, the original study investigated blood pressure (BP) measurement in non-clinical settings, to understand existing challenges, and uncover opportunities for self-monitoring technologies to support preventive healthcare activities among older adults. From our study, several important aspects emerged to consider when designing preventive self-monitoring technology, such as the complexity of guidelines for self-measuring, the importance of interpretation, understanding and health awareness, sharing self-monitoring information for prevention, various motivational factors, the role of the doctor in prevention, and the home as a distributed information space. An awareness of these aspects can help designers to develop better tools to support people’s preventive self-monitoring needs, compared to existing solutions. Supporting the active and informed individual can help improve people’s self-care, awareness, and implementation of preventive care. Based on our study, we also reflect on the findings to illustrate how these aspects can both inform people engaged in Quantified Self activities and designers alike, and the tools and approaches that have sprung from the so-called Quantified Self movement

    The Exercise Intention-Behavior Gap:Lowering the Barriers through Interaction Design Research

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    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    Becta review 2006. Evidence on the progress of ICT in education.

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    This is the review of the use and impact of ICT in the education system prior to the publication of the Government's e-Strategy for the education system, known as Harnessing Technology. The Review drew upon Becta's surveys of schools and FE colleges as well as other research to assess the impact of technology within the education system and the progress made in achieving Government policies in 2005-06

    Parent-Implemented Pivotal Response Treatment to Promote Social Communication Skills in Children with Autism

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    Providing children with autism with early intensive behavioral interventions has become a research priority. Specifically, early and intensive behavioral intervention of Pivotal Response Training (PRT) has been targeted as an effective natural behavioral intervention. The present study extended the use of PRT to teaching parents to implement this intervention in their home natural settings and was hypothesized to intensify and increase the time access to the intervention; hence, enhance maintenance and generalization of social communication skills for children with autism. A multiple-probe-across-setting design was used in this study to determine if training parents of children with autism to use Pivotal Response Treatment (PRT), specifically teaching their children to label and use query responses, enhanced social communication skills and also led to generalization in other settings. The results of this study of three distinct families who participated in this study showed that parents were able to learn, implement, and generalize the Pivotal Response Treatment (PRT) intervention. Also, the children of these parents significantly increased their communication responses at home and generalized these communication responses across different settings. Implications of the findings of this study were discussed and further lines of research were suggested. The implications included that social conversation could be enhanced through the implementation of naturalistic behavioral intervention that included motivational variables

    Behaviour change techniques to optimise participation in physical activity or exercise in adolescents and young adults with chronic cardiorespiratory conditions: a systematic review

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    Participation in regular physical activity decreases the risk of developing cardiometabolic disease. However, the proportion of people who participate in the recommended amount of physical activity is low, with common barriers including competing interests and inclement weather. In people with chronic cardiorespiratory conditions, participation in physical activity is reduced further by disease-specific barriers; time-burden of treatment and unpleasant symptoms during physical activity. Addressing these barriers during adolescence and early adulthood may promote greater physical activity participation into older age. The aim of this review was, in people aged 15 to 45 years with chronic cardiorespiratory conditions, to classify interventions aimed at optimising participation in physical activity as 'promising' or 'not promising', and categorise the behaviour change techniques (BCTs) within these interventions. Nine databases and registries were searched (October 2017) for studies that reported objective measures of physical activity before and after an intervention period. Interventions were classified as 'promising' if a between-group difference in physical activity was demonstrated. Michie et al.'s (2013) v1 Taxonomy was used to unpack the BCTs within interventions. Across the six included studies (n = 396 participants), 19 (20%) of 93 BCTs were described. The interventions of three studies were classified as 'promising'. The most commonly used BCTs comprised goal setting, action planning and social support. Five BCTs were solely used in 'promising' interventions. Our review demonstrated that only 20% of BCTs have been utilised and isolated those BCTs that were used only in 'promising' physical activity interventions in adolescents and adults with chronic cardiorespiratory conditions. This article is protected by copyright. All rights reserved

    Eye tracking applied to tobacco smoking: current directions and future perspectives

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    Over the years the general awareness of the health costs associated with tobacco smoking has motivated scientists to apply the measurement of eye movements to this form of addiction. On one hand they have investigated whether smokers attend and look preferentially at smoking related scenes and objects. In parallel, on the other hand eye tracking has been used to test how smokers and nonsmokers interact with the different types of health warning that policymakers have mandated in tobacco advertisements and packages. Here we provide an overview of the main findings from the different lines of research, such as the evidence related to the attentional bias for smoking cues in smokers and the evidence that graphic warning labels and plain packages measurably increase the salience of the warning labels. We point to some open questions, such as the conditions that determine whether heavy smokers exhibit a tendency to actively avoid looking at graphic warning labels. Finally we argue that the research applied to gaze exploration of warning labels would benefit from a more widespread use of the more naturalistic testing conditions (e.g. mobile eye tracking or virtual reality) that have been introduced to study the smokers’ attentional bias for tobacco-related objects when freely exploring the surrounding environment.  

    Increasing user motivation of neurological occupational therapy in virtual reality using gamification

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    Abstract. Neurological rehabilitation is a long process which requires a lot of work and motivation from the patient to be effective. Though patients might be motivated to partake in rehabilitation just to improve their own ability to live a more fulfilling life, it is beneficial for all parties involved to enhance patient motivation by other means as well. Gamification aims to increase user motivation with the introduction of game-like elements in a non-game context. In this study, the effectiveness of gamification techniques, common in fields such as education and life-style applications, are investigated on a virtual reality-based neurological rehabilitation software. In this study a user study was conducted to evaluate the motivational aspect of gamification. Ten test subjects (six male and four female) aged 22–34 participated in two settings in a random predetermined order: a gamified environment and a simplified environment. After each play session, the participants filled a questionnaire and partook in a short semi-structured interview relating to the experience. Mixed methods analysis was conducted, meaning results were analyzed both quantitatively and qualitatively. In quantitative analysis, the results showed that participants’ intrinsic motivation was greater during the gamified play session as opposed to the simplified one. Additionally, participant amotivation was somewhat higher in the simplified version. Qualitative analysis showed that the aesthetic elements combined with scoring system increased interest and motivation in the gamified environment. Though which independent elements contributed how much remained inconclusive. Follow-up studies with larger sample sizes could confirm the findings in this study and even go as far as to compare different gamification methods to further improve the usefulness of gamification in rehabilitation context.Pelillistämisen hyödyntäminen motivaation kasvattamisessa virtuaalitodellisuudessa järjestettävässä neurologisessa kuntoutuksessa. Tiivistelmä. Neurologinen kuntoutus on pitkä prosessi, joka vaatii paljon työtä ja motivaatiota potilaalta vaikuttaakseen tehokkaasti. Vaikka potilaat voivat olla motivoituneita kuntoututumaan parantaakseen elämänlaatuaan ja toimintakykyään, on hyödyllistä tukea motivaatiota myös toisin keinoin. Tässä tutkimuksessa tutkittiin pelillistämisen, jota on käytetty muun muassa koulutusja elämäntapasovelluksissa, hyötyjä virtuaalitodellisuudessa järjestettävässä neurologisessa kuntoutussovelluksessa. Kymmenen koehenkilöä (kuusi miestä ja neljä naista) iältään 22–34 ottivat osaa tutkimukseen, jossa he kokeilivat kahta satunnaisessa järjestyksessä valittua virtuaalitodellisuusympäristöä: pelillistettyä, sekä yksinkertaistettua. Molemman pelisession jälkeen osallistujat täyttivät kyselylomakkeen ja osallistuivat lyhyeen haastatteluun. Tulokset analysoitiin monimenetelmä analyysillä, tarkoittaen että tulokset analysoitiin kvantitatiivisesti ja kvalitatiivisesti. Kvantitatiivisessa analyysissä tulokset osoittivat osallistujien kokeneen enemmän sisäistä motivaatiota pelillistetyssä ympäristössä kuin yksinkertaistetussa. Lisäksi koehenkilöt kokivat jokseenkin enemmän motivaation puutetta yksinkertaisessa versiossa ympäristöstä. Kvalitatiivinen analyysi osoitti, että esteettiset elementit sekä pisteiden lasku lisäsivät kiinnostusta ja motivaatiota pelillistettyyn version. Kuitenkin epäselväksi jäi, kuinka paljon yksittäiset elementit vaikuttivat tähän tuntemukseen. Jatkotutkimukset suuremmalla osallistujamäärällä voisivat vahvistaa tämän tutkimuksen löytöjä. Lisäksi olisi mahdollista vertailla eri pelillistämismenetelmiä ja niiden hyötyjä neurologisessa kuntoutuksessa
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