24 research outputs found

    SHELDON Smart habitat for the elderly.

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    An insightful document concerning active and assisted living under different perspectives: Furniture and habitat, ICT solutions and Healthcare

    THE APPLICATION OF SMARTWATCH IN MANAGING EMPLOYEE HEALTH MONITORING

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    ABSTRACTWorkplace health issues have continued to increase, and this has caused problems such as increasing medical cost and medical leaves. In response to these issues, employers are starting to adopt health technology to overcome the problem such as smartwatch. Smartwatch technology is a wrist-worn device provided with a variety of sensors that are available for collecting physical activity and location data in real time. This paper aims to explore the future drivers of the smartwatch application in monitoring and managing employees’ health. The research study used exploratory research design utilizing the foresight methods. STEEPV analysis was used to identify the key drivers of smartwatch application and to develop a descriptive survey for assessing the impact and uncertainty of each driver. The survey was distributed to human resources managers of medium-sized companies in Malaysia. Technology readiness of smart watch adoption was evaluated using Technology Readiness Index (TRI). Thirty-five respondents took part in online survey. From the data analysis, top two drivers had been identified which are “social interaction” and “data transparency”. These drivers were used for developing future scenario of the smartwatch application in monitoring and managing employee health in the next 5 to 10 years. Four scenarios had been discussed in this paper which are healthy workplace environment, unattainable technology adoption, inefficient technology, and low adoption of smartwatch. This research would provide additional information about the future scenario of smartwatch application in managing employee health monitoring in Malaysia. Keywords: Smartwatch; Employee Health Monitoring; Technological Readines

    NURSING TECHNOLOGY SUPPORTING FAMILY INVOLVEMENT IN CRITICALLY ILL PATIENTS: A SYSTEMATIC REVIEW

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    Background: Family involvement in the care of critically ill patients positively impacts treatment outcomes and patient well-being. Nursing technology has become an essential tool in facilitating family engagement   Aims: This study aims to conduct a systematic review of nursing technology that supports family involvement in critically ill patients. Methods: This article utilized a systematic review method. Articles were assessed using the JBI Critical Appraisal Checklist. The instruments were the JBI Critical Appraisal Checklist for Randomized Controlled Trials and the JBI Critical Appraisal Checklist for Cohort Studies. Literature from the past five years was obtained from four databases: Science Direct, Scopus, Springer Link, and ProQuest. Results: Out of 148 articles, 15 were analyzed. Various technologies (such as web-based platforms, tablets, SMS tools, and video conferencing) were used to provide information, enhance decision-making, and provide virtual access to family conferences. Although interventions varied, "Information sharing" and "Activation and participation" were most commonly implemented in the family involvement model. In studies that discussed the components of family involvement more comprehensively, interventions allowed for information adjustment through two-way communication and active family participation in the decision-making process. Conclusion: Based on the findings of this systematic review, it can be concluded that nursing technology has great potential in supporting family involvement in critically ill patients. This technology can significantly improve family well-being, communication, and decision-making. Further research can focus on a deeper understanding of the emotional impact experienced by families of critically ill patients due to the use of technology

    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

    Integrated Acceptance Model for On-demand Car Functions: exploring determinants of drivers' acceptance

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    This research paper investigates the factors influencing drivers' acceptance of on-demand car functions (ODCFs) and proposes an integrated acceptance model specific to the ODCFs context. While limited marketing research has explored consumer responses to ODCFs, understanding the determinants of consumers' intention to accept ODCFs is crucial. Existing acceptance models, although effective in explaining variances in consumer behavior, need to be adapted and extended to enhance explanatory power in individual contexts. To address this gap, a comprehensive literature review on ODCFs and related domains was conducted, identifying 74 acceptance factors. Drawing upon the Unified Theory of Acceptance and Use of Technology (UTAUT), the Car Technology Acceptance Model (CTAM), and the identified factors, a multi-level acceptance model tailored to the ODCFs context was developed. At the meso-level, the baseline model incorporates factors such as exposure to ODCFs, domain-specific, symbolic-affective, and moral-normative factors. The micro-level pertains to distinct individual variance components, encompassing socio-demographic attributes, travel behavioral patterns, personality dispositions, and technological inclinations. These micro-level determinants exert a discernible influence on the factors situated at the meso-level of analysis. A partial model that considers cross-level influences and advocates for multi-level research to examine the contextual factors' impacts on acceptance empirically is proposed to operationalize the model. By adopting this approach, researchers can gain deeper insights into the acceptance of ODCFs and shed light on the mechanisms underlying consumer behavior in this specific context

    Improving accessibility for people with dementia: web content and research

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    The Internet can provide a means of communication, searching for information, support groups and entertainment, amongst other services, and as a technology, can help to promote independence for people with dementia. However, the effectiveness of this technology relies on the users’ ability to use it. Web content, websites and online services need to be designed to meet the abilities and needs of people with dementia, and thus the difficulties that these users encounter must be explored and understood.The primary aim of this thesis is to investigate web content accessibility for People with Dementia and develop recommendations for improving current guidelines based on accessibility needs. The secondary aim is to support people with dementia having a voice within research through development of accessible ethical processes.Qualitative data were collected with a scoping study using questionnaires about everyday technology use (people with dementia and older adults without dementia); and in-depth interviews to explore difficulties and web accessibility issues. A document analysis was conducted on Web Content Accessibility Guidelines (ISO/IEC40500:2012) for inclusion of the needs of people with dementia followed by review of Web Usability Guidance (ISO9241-151:2008) to consider how gaps relating to the unmet accessibility needs for people with dementia could be met. The scoping study found that both people with dementia and older adults without dementia use everyday ICT to access the Web. Both groups described difficulties with web interface interactions, which refined the research scope to web content accessibility. The interview data with people with dementia (n=16) and older adults without dementia (n=9) were analysed using Grounded Theory techniques. It was found that both user groups experienced the same types of difficulties using the Web, but that dementia symptoms could exacerbate the difficulties from usability issues (older adults without dementia) into accessibility issues for people with dementia. Navigation was a key issue for both groups, with a range of web content design elements contributing to accessibility issues with navigation for people with dementia. The document analysis found that the accessibility guidance did not address all the accessibility issues encountered by people with dementia. However, the usability guidance did address many of the accessibility issues for web content navigation experienced by people with dementia. The research provides recommendations for improvements to web content accessibility guidelines including content from usability guidelines, and amendments to current guidelines and success criteria. A new ethical recruitment/consent process was developed and tested as part of the research process and is recommended for use in future research to support engagement of people with dementia.</div

    Feature Papers "Age-Friendly Cities & Communities: State of the Art and Future Perspectives"

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    The "Age-Friendly Cities & Communities: States of the Art and Future Perspectives" publication presents contemporary, innovative, and insightful narratives, debates, and frameworks based on an international collection of papers from scholars spanning the fields of gerontology, social sciences, architecture, computer science, and gerontechnology. This extensive collection of papers aims to move the narrative and debates forward in this interdisciplinary field of age-friendly cities and communities
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