42,715 research outputs found
Recommended from our members
Gen X and Digital Games: Looking back to look forward
Despite there being increased attention in recent years to older adults who actively play digital games, it seems that there has been comparatively minimal scholarly focus on the next generation of older adult gamers â Generation X gamers. Although there have been few, current audience studies that examine this population within a gaming context, a temporal perspective reveals another story. Older members of this generation were the first age cohort to be exposed to and engage in video gameplay at an early age (i.e., childhood). With the emerging popularity of video games in the 1980s, this did not escape the attention of scholars. This study provides an overview of those early studies that assessed video game use and its potential (for better or worse) among the older members Gen X. The study themes identified include: health, education, and behavior. In addition, the first studies that identified gaming characteristics of this generation in their formative years emerged in the latter half of that decade. By identifying themes in these early studies, scholars have the potential to track an entire generationâs gaming history and characteristics from childhood to present day. Ultimately, this may glean richer insight into those qualities when they become the next older generation of digital game players
Use of nonintrusive sensor-based information and communication technology for real-world evidence for clinical trials in dementia
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.
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
How a Diverse Research Ecosystem Has Generated New Rehabilitation Technologies: Review of NIDILRRâs Rehabilitation Engineering Research Centers
Over 50 million United States citizens (1 in 6 people in the US) have a developmental, acquired, or degenerative disability. The average US citizen can expect to live 20% of his or her life with a disability. Rehabilitation technologies play a major role in improving the quality of life for people with a disability, yet widespread and highly challenging needs remain. Within the US, a major effort aimed at the creation and evaluation of rehabilitation technology has been the Rehabilitation Engineering Research Centers (RERCs) sponsored by the National Institute on Disability, Independent Living, and Rehabilitation Research. As envisioned at their conception by a panel of the National Academy of Science in 1970, these centers were intended to take a âtotal approach to rehabilitationâ, combining medicine, engineering, and related science, to improve the quality of life of individuals with a disability. Here, we review the scope, achievements, and ongoing projects of an unbiased sample of 19 currently active or recently terminated RERCs. Specifically, for each center, we briefly explain the needs it targets, summarize key historical advances, identify emerging innovations, and consider future directions. Our assessment from this review is that the RERC program indeed involves a multidisciplinary approach, with 36 professional fields involved, although 70% of research and development staff are in engineering fields, 23% in clinical fields, and only 7% in basic science fields; significantly, 11% of the professional staff have a disability related to their research. We observe that the RERC program has substantially diversified the scope of its work since the 1970âs, addressing more types of disabilities using more technologies, and, in particular, often now focusing on information technologies. RERC work also now often views users as integrated into an interdependent society through technologies that both people with and without disabilities co-use (such as the internet, wireless communication, and architecture). In addition, RERC research has evolved to view users as able at improving outcomes through learning, exercise, and plasticity (rather than being static), which can be optimally timed. We provide examples of rehabilitation technology innovation produced by the RERCs that illustrate this increasingly diversifying scope and evolving perspective. We conclude by discussing growth opportunities and possible future directions of the RERC program
Recommended from our members
Trends in virtual reality technologies for the learning patient
NextMed convened the Medicine Meets Virtual Reality 22 (MMVR 22) conference in 2016. Since 1992, the conference has brought together a diverse group of researchers to share creative solutions for the evolving challenge of integrating virtual reality tools into medical education. Virtual reality (VR) and its enabling technologies utilize hardware and software to simulate environments and encounters where users can interact and learn. The MMVR 22 symposium proceedings contain projects that support a variety of learners: medical students, practitioners, soldiers, and patients. This report will contemplate the trends in virtual reality technologies for patients navigating their medical and healthcare learning. The learning patient seeks more than intervention; they seek prevention. From virtual humans and environments to motion sensors and haptic devices, patients are surrounded by increasingly rich and transformative data-driven tools. Applied data enables VR applications to simulate experience, predict health outcomes, and motivate new behavior. The MMVR 22 presents investigations into the usability of wearable devices, the efficacy of avatar inclusion, and the viability of multi-player gaming. With increasing need for individualized and scalable programming, only committed open source efforts will align instructional designers, technology integrators, trainers, and clinicians.âCurriculum and InstructionCurriculum and Instructio
Recommended from our members
Placemaking for an Aging Population: Guidelines for Senior-Friendly Parks
Online Group-exercises for Older Adults of Different Physical Abilities
In this paper we describe the design and validation of a virtual fitness
environment aiming at keeping older adults physically and socially active. We
target particularly older adults who are socially more isolated, physically
less active, and with less chances of training in a gym. The virtual fitness
environment, namely Gymcentral, was designed to enable and motivate older
adults to follow personalised exercises from home, with a (heterogeneous) group
of remote friends and under the remote supervision of a Coach. We take the
training activity as an opportunity to create social interactions, by
complementing training features with social instruments. Finally, we report on
the feasibility and effectiveness of the virtual environment, as well as its
effects on the usage and social interactions, from an intervention study in
Trento, Ital
Brain Workout, An Application for Enhancing Memory and Problem Solving Skills.
The purpose of this project is to propose a mobile application that is able to enhance cognitive development among retirees by learning games that will help to stimulate their brain. Retiree that no longer remained active in their daily life faces a reduced attention span, low concentration, and reduced problem solving skills. When an individual no longer engage in their working activities, this will lead to a decrease of cognitive ability among individuals, which may result to suffering Dementia. Dementia is an illness of the brain. When someone has Dementia, brain cells are damaged and die faster than they normally would. The scope of this study is limited to retirees aged 45 to 75 years old where the transition is more likely to occur from a person that works each day turning to a person that is less active. There are several factors that will affect Dementia either positively or negatively which includes retirement. âUse It or Lose Itâ by Connors, Jimmy reflects a hypothesis where a person can delay or prevent normal cognitive aging or they might just lose it. Mental exercises are proven to be able to prevent or delay Dementia. The methodology used to complete this application is agile software development methodology that refers to a group of software development methodologies which based on iterative development. Tools used include MIT App Inventor which is a popular platform to develop an Android application. Surveys are done on similar games in Android and iOS platform. Online games focusing on senior adults are analyzed. Research on receptiveness of older adults towards technology and usefulness of technology to slow down Dementia were done. Considerations of design especially in the area of graphical user interface were researched to increase effectiveness of application design to suit the aging adults. Thus, an Android application in the form of brain exercise game is proposed which is used to stimulate mental exercise to enhance memory and problem thinking skills among retirees
- âŠ