3,588 research outputs found

    Social robots in cognitive interventions. Advances, problems and perspectives

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    Social Assistive Robots are being used in therapeutic interventions for elderly people affected by cognitive impairments. The present paper reports our research lines aiming at investigating the role of a social robot in aiding therapists during cognitive stimulation sessions for elders with Mild Cognitive Impairment and Mild Dementia. We review our studies whose results show that social robots have been positively accepted by the seniors in different experiments. Participants were very attentive and involved in the sessions’ tasks and their experience was mainly positive. Our data suggest that this technology can be a valid tool to support psychotherapists in cognitive stimulation interventions emphasizing the need of multidisciplinary approaches combining assessment of behavior and robotics

    The Teaching of Vocabulary through the Multisensory Approach to EFL Third Age Adults in a Public Nursing Home in Pereira, Colombia

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    El aprendizaje del idioma inglés es un proceso que conlleva beneficios cognitivos, personales, sociales y de crecimiento. Esta investigación cualitativa tuvo como objetivo integrar a una población de adultos mayores en lecciones de vocabulario en inglés basadas en los principios de la teoría de la andragogía

    Fuzzy adaptive cognitive stimulation therapy generation for Alzheimer’s sufferers: Towards a pervasive dementia care monitoring platform

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    In this paper, we present a novel system for cognitive stimulation therapy to progressively assess cognitive impairment and emotional well-being of dementia patients in social care settings. The system assesses patients interactions and computes performance scores for different areas of cognitive stimulation. Patient interactions are initially classified into predefined performance categories through clustering of a sampled population. New personalized stimulation plans tailored to match the patient’s changing level of impairment are generated automatically through a set of fuzzy rule based systems using quantitative attributes and the overall scores of patients interactions. Therapists can redefine, evaluate and adjust the rules governing difficulty and activity levels for different stimulation areas to fine tune generated activity plans. The system can also be combined with an Internet of Things (IoT) enabled patient dialogue system for determining the affective state of participants during therapy sessions that could be used as a pervasive condition monitoring platform. Experiments consisting of therapy sessions of patients interacting with the system were performed in which the activity plans were automatically generated. Initial results showed that the system outputs were in agreement with the therapists own assessment in most of the stimulation areas. Simulation experiments were also conducted to analyse the system performance over multiple sessions. The results suggest that the system is able to adapt therapy plans overtime in response to changing levels of impairment/performance while supporting therapists to tune and evaluate therapy plans more effectively

    Helping Elderly Users Report Pain Levels: A Study of User Experience with Mobile and Wearable Interfaces

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    Conversational affective social robots for ageing and dementia support

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    Socially assistive robots (SAR) hold significant potential to assist older adults and people with dementia in human engagement and clinical contexts by supporting mental health and independence at home. While SAR research has recently experienced prolific growth, long-term trust, clinical translation and patient benefit remain immature. Affective human-robot interactions are unresolved and the deployment of robots with conversational abilities is fundamental for robustness and humanrobot engagement. In this paper, we review the state of the art within the past two decades, design trends, and current applications of conversational affective SAR for ageing and dementia support. A horizon scanning of AI voice technology for healthcare, including ubiquitous smart speakers, is further introduced to address current gaps inhibiting home use. We discuss the role of user-centred approaches in the design of voice systems, including the capacity to handle communication breakdowns for effective use by target populations. We summarise the state of development in interactions using speech and natural language processing, which forms a baseline for longitudinal health monitoring and cognitive assessment. Drawing from this foundation, we identify open challenges and propose future directions to advance conversational affective social robots for: 1) user engagement, 2) deployment in real-world settings, and 3) clinical translation

    Future bathroom: A study of user-centred design principles affecting usability, safety and satisfaction in bathrooms for people living with disabilities

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    Research and development work relating to assistive technology 2010-11 (Department of Health) Presented to Parliament pursuant to Section 22 of the Chronically Sick and Disabled Persons Act 197

    Impact of Serious Games on Health and Well-being of Elderly: A Systematic Review

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    Besides their entertainment value, serious games can have beneficial therapeutic effects for elderly people that improve their health and well-being. Games are likely to be accepted by elderly persons who have enjoyed games their lives, and because there are more and more of such elderly, it is important to investigate games as a therapeutic device. This research reviewed the literature focusing on the effects of games on elderly persons in three main types of effects: physical, cognitive, and social effects. The majority of reviewed papers focused on physical and cognitive effects, and were published in recent years, which emphasizes the relative novelty of this topic and suggests that future research will need to address social impact as well. In addition, while many papers claimed positive impacts as a result of using games, our review found that more attention should be given to research designs

    Using the Android Tablet to develop a game platform for older adults

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    Tese de mestrado integrado. Engenharia Informática e Computação. Universidade do Porto. Faculdade de Engenharia. 201
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