25,761 research outputs found

    Fall prevention intervention technologies: A conceptual framework and survey of the state of the art

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    In recent years, an ever increasing range of technology-based applications have been developed with the goal of assisting in the delivery of more effective and efficient fall prevention interventions. Whilst there have been a number of studies that have surveyed technologies for a particular sub-domain of fall prevention, there is no existing research which surveys the full spectrum of falls prevention interventions and characterises the range of technologies that have augmented this landscape. This study presents a conceptual framework and survey of the state of the art of technology-based fall prevention systems which is derived from a systematic template analysis of studies presented in contemporary research literature. The framework proposes four broad categories of fall prevention intervention system: Pre-fall prevention; Post-fall prevention; Fall injury prevention; Cross-fall prevention. Other categories include, Application type, Technology deployment platform, Information sources, Deployment environment, User interface type, and Collaborative function. After presenting the conceptual framework, a detailed survey of the state of the art is presented as a function of the proposed framework. A number of research challenges emerge as a result of surveying the research literature, which include a need for: new systems that focus on overcoming extrinsic falls risk factors; systems that support the environmental risk assessment process; systems that enable patients and practitioners to develop more collaborative relationships and engage in shared decision making during falls risk assessment and prevention activities. In response to these challenges, recommendations and future research directions are proposed to overcome each respective challenge.The Royal Society, grant Ref: RG13082

    Use of serious games with older adults: systematic literature review

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    The aim of this paper is to qualitatively synthesise literature on empirical research into video games and older adults. A total of 108 studies were analysed, with the participation of 15,902 individuals aged over 60. The framework of Search, Appraisal, Synthesis, and Analysis (SALSA) was used, with screening by three independent reviewers and phrase searching and combining search terms. The results indicate a majority of studies with a quantitative approach conducted in the European context in which a total of 125 scales were identified for the assessment of different geriatric aspects related to domains for the improvement of physical health and functional quality, improvement of cognitive, psychological and mental health, and improvement of physical and cognitive functions from a combined approach.info:eu-repo/semantics/publishedVersio

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Virtual Representations for Cybertherapy: A Relaxation Experience for Dementia Patients

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    The development of serious games has enabled new challenges for the healthcare sector in psychological, cognitive and motor rehabilitation. Thanks to Virtual Reality, stimulating and interactive experiences can be reproduced in a safe and controlled environment. This chapter illustrates the experimentation conducted in the hospital setting for the non-pharmacological treatment of cognitive disorders associated with Dementia. The therapy aims to relax patients of the agitation cluster through a gaming approach through the immersion in multisensory and natural settings in which sound and visual stimuli are provided. The study is supported by a technological architecture, including the Virtual Wall system for stereoscopic wall projection and rigid body tracking

    Assistive technologies to address capabilities of people with dementia: from research to practice

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    Assistive technologies (AT) became pervasive and virtually present in all our life domains. They can be either an enabler or an obstacle leading to social exclusion. The Fondation Médéric Alzheimer gathered international experts of dementia care, with backgrounds in biomedical, human and social sciences, to analyse how AT can address the capabilities of people with dementia, on the basis of their needs. Discussion covered the unmet needs of people with dementia, the domains of daily life activities where AT can provide help to people with dementia, the enabling and empowering impact of technology to improve their safety and wellbeing, barriers and limits of use, technology assessment, ethical and legal issues. The capability approach (possible freedom) appears particularly relevant in person-centered dementia care and technology development. The focus is not on the solution, rather on what the person can do with it: seeing dementia as disability, with technology as an enabler to promote capabilities of the person, provides a useful framework for both research and practice. This article summarizes how these concepts took momentum in professional practice and public policies in the past fifteen years (2000-2015), discusses current issues in the design, development and economic model of AT for people with dementia, and covers how these technologies are being used and assessed

    PhysioAR: smart sensing and augmented reality for physical rehabilitation

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    The continuous evolution of technology allows for a better analysis of the human being. In certain medical areas such as physiotherapy is required a correct analysis of the patient's evolution. The development of Information and Communication Technologies and recent innovations in the Internet of Things opens new possibilities in the medical field as systems of remote monitoring of patients with new sensors that allow the correct analysis of the health data of patients. In physiotherapy one of the most common problems in the application of treatments is the patient demotivation, something that today can be reduced with the introduction of Augmented Reality that provides a new experience to the patient. For this purpose, a system was developed that combines intelligent sensors with Augmented Reality application that will help monitor patient performance. This system is capable of monitoring lower limb movements acceleration, knee joint angle, patient equilibrium, muscular activity and cardiac activity using electromyography and electrocardiography with a wearable set of tools for easy utilization.A evolução continua da tecnologia permite cada vez mais uma melhor anĂĄlise do ser humano. Em certas ĂĄreas mĂ©dicas, como a fisioterapia, Ă© necessĂĄria uma correta anĂĄlise da evolução do paciente. O desenvolvimento das Tecnologias de Informação e Comunicação, e as inovaçÔes no domĂ­nio de Internet das Coisas novas possibilidades no ramo da medicina, como sistemas de monitorização remota de pacientes com novos sensores que permitem a correta anĂĄlise dos dados de saĂșde dos pacientes. Na fisioterapia um dos problemas mais comuns na aplicação dos tratamentos Ă© a desmotivação do paciente, algo que hoje pode ser reduzido com introdução da aplicação da Realidade Aumentada que proporciona uma nova experiĂȘncia ao paciente. Para isso nesta dissertação foi desenvolvido um sistema que combina sensores inteligentes com Realidade Aumentada que vai ajudar o paciente monitorizando o seu desempenho. Este sistema Ă© capaz de monitorizar o Ăąngulo do joelho, captar acelaração de movimentos dos membros inferiores, equilĂ­brio do paciente, atividade muscular e atividade cĂĄrdica usando electromiografia e electrocardiografia num conjunto wearable de fĂĄcil utilização

    Learning in a Mixed Reality System in the Context of ‚Industrie 4.0‘

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    This contribution in the field of innovative approaches to training and education in technical subjects focuses on the potential of modern teaching and learning environments. The contribution is based on a theoretical introduction to Mixed Reality Systems and virtual teaching and learning systems, and as such provides an overview of current research regarding modern learning environments. In particular, it takes a close look at motivational effects in the context of web-based learning structures, human-object interactions, gamification and immersion. The article discusses both technical, user-relevant and pedagogical aspects as well as suggestions for further research in the context of Ausbildung 4.0.Keywords: Industry 4.0, Vocational Training 4.0, Mixed Reality System, virtual learning AcknowledgementThe author would like to thank the ChinaScholarshipCouncil(CSC) for the financial support (No. 201406030091)

    The Elderly in the Digital World and Digital Inclusion of the Elderly: An Exemplary Mobile Application for the Elderly

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    In the modern day, technological developments are advancing exponentially, improving technology brings innovations in every corner of our lives, and with such innovations, the digital world is becoming more and more central to people’s lives. It is particularly important that the elderly also take part in this digital world, where especially young and middle-aged people are more likely to be involved. Our elders are our dearest and most respected family members whom we dote on and want to take care of with utmost attention. It is one of the noblest duties to increase their welfare, happiness, and life satisfaction by providing them with a safe, secure, and comfortable living environment. The elderly need to be actively involved in the digital world in order to benefit from the developments brought about by the digital world in a way to make their lives easier, such as maintaining social connections, following up on their health, staying healthy, making financial, banking and e-government transactions, using applications that facilitate their daily lives and remind them of important appointments or medication times. By the end of 2023, approximately 10 out of every 100 people living in the world will be elderly, and this figure is expected to increase to 12 in 2030 and 16 in 2050. Of all the applications developed in our constantly aging world; the necessity for mobile applications specifically for the elderly has also gradually increased and become more and more crucial in the world of applications. The applications to be developed for the elderly will facilitate the lives of both the elderly and those who are obliged to take care of them. The aim of this research is to contribute to the advancement of knowledge in the field of mobile application design for the elderly and to create a more inclusive and user-friendly technology for this growing user group. This article is analyzed in three parts. In the first section; the elderly population statistics of the Turkish Statistical Institute (TurkStat) for the year 2022 are studied on a detailed basis and the attributes of the elderly population aged 65 and over in TĂŒrkiye are examined by introducing a statistical overview of the subject. The second section deals with the topics about the elderly population; namely, what are the dangers ahead of the increasing elderly population, what are the challenges for families and individuals who are responsible for caring for the elderly, what are the most frequently diagnosed diseases in the elderly, what are the expectations of the elderly from their family members, what do the elderly feel most lonely about, and how should the city life be in order to facilitate the lives of the elderly. In light of the information put forth in the first part, the following topics are discussed in the second part: Why the elderly should be included in digitalization, what are the factors that increase the digital inclusion of the elderly, the obstacles to their digitalization, the dangers of their digitalization, the obstacles to the use of technology by the elderly, digital learning of the elderly, smart homes and wearable technologies. Although these issues may seem to be related to old age, they have been addressed because they are considered essential for understanding the elderly and identifying their needs for the mobile application to be developed. Finally, in the third part of the article, various applications developed for the elderly are reviewed and an exemplary mobile application for elderly is suggested. Keywords: Old Age, Elderly, Elderly in the digital world, Mobile application for the elderly DOI: 10.7176/JIEA/13-2-05 Publication date:August31st 202
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