1,917 research outputs found

    Une interaction la plus riche possible et à moindre coût

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    International audienceLes jeux de stimulation cognitive ont une importance capitale pour ralentir le déclin des personnes atteintes de troubles cognitifs. Une partie de ces jeux appartient au domaine des GUI et montre des limites notamment depuis l'émergence des NUI (passivité de l'utilisateur, interaction moins riche...). Il existe également des jeux dans le domaine des NUI, mais souvent ils utilisent de la technologie onéreuse ou sont spécialisés pour un problÚme précis. Souvent, il n'est pas possible de modifier les exercices proposés. Cet article propose une solution pour développer des jeux de stimulation dans le domaine des NUI, à bas prix. Le principe est d'utiliser les dispositifs numériques qui sont présents pour faire un jeu attractif et réutilisable dans d'autres domaines. Cet article présente StimCards, un jeu de cartes interactif. Les utilisateurs peuvent créer leur propre carte et posséder une base de questions illimitée. Ce jeu s'adapte donc à tous les domaines, à toutes les applications. Une expérimentation a montré que StimCards est stimulant et accepté par les utilisateurs

    Collaborative design methodologies and social dynamics: a portuguese social and public health case study

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    This research project addresses the understanding of collaborative action among disciplines from distinct branches of science with particular focus on social action. It also aims to evaluate the impact of this collaborative action on responding to the needs of different highly vulnerable communities and on other participants of these same processes. The integration of design in the social sector is a growing tendency, albeit to a certain extent characterised by novelty and resistance. Hence, and within this framework, the present thesis seeks to respond to the hypothesis “Collaborative design methodologies improve the effectiveness of social services’ practice”, and is organized into six phases, namely: the theoretical framework and the main research question, the construction of the model structure of the research and identification of the hypothesis, a review of the collaborative models and Social Design framework through case studies, the application of an in-depth case, the collection, processing and analysis of data and conclusions. The aim of this research is to ascertain the influence of Design on collaborative action, namely in the generation of more effective results and in obtaining information, and its impact on other sectors (intervention, assistance, solidarity, community action and social development). Moreover, it has served to highlight the potential for future alliances with prospective partners who, in light of the developed process, have manifested an interest in establishing co-partnerships of this nature. This study sheds light upon the potential of integrating Design and Designers in organizations in general, and in particular in those that aim to respond to the needs of communities who are most exposed to social impacts. By increasing the capacity to respond to their vulnerabilities, the risk of social exclusion and isolation will be significantly reduced. Additionally, awareness on the part of social partners, of the added value of Design and its contribution to the maturity and sustainability of social processes will be enhanced

    Augmented reality 3D cubes puzzle bingo game for the elderly

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    The pace of population aging is increasing dramatically over years. Living longer as well as living well is the goal of many people. Studies showed that mobile gaming can enhance the cognitive abilities and psychomotor skills of the elderly at the same time give the elderly sense of enjoyment and reduce the feeling of loneliness. Augmented reality technologies have been used to enhance traditional games and the results are positive. An Augmented Reality 3D cubes Puzzle Bingo game (ARPinGo) targeted the elderly was developed in this project by adapting the idea of rubik cubes and the puzzle and bingo board game features. The aim of this project is to gauge the response of the elderly towards the game and their acceptance of augmented reality technologies in mobile gaming. A total of 24 elderly members from D’Happy Club in Petaling Jaya, Malaysia had participated in this study. A quantitative approach based on the Technology Acceptance Model (TAM) is used in the survey. The outcome of this study would provide valuable input for future development of gaming application for the elderly

    A Game-based Psychotherapy Intervention Model for Memory Disorder: Model Validation Using EEG Neurofeedback Data

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    Game-based psychotherapy intervention is a promising alternative to non-pharmacological approaches in treating memory disorders. Nevertheless, the game-based approach is yet to be included systematically in existing intervention models for treating memory disorders. Hence, this article discusses how a proposed gamebased psychotherapy intervention is developed and validated using neurofeedback approach. The proposed model consists of nine exogenous and six instantaneous factors as the main components. To ensure its applicability, a validation procedure has been carried out through a series of psychotherapy experiments involving the elderly with memory disorder symptoms. Electroencephalogram (EEG) data captured from the experiments are thoroughly analysed to validate relationships among factors in the model. Experimental findings have proven that all relationships are successfully validated and supported except for the belief component with the cut-off point of 56.6%. The novelty of this study can be attributed to the integration of digital games and neurofeedback in psychotherapy for memory disorders. The model is believed to be a guideline in planning suitable cognitive training and rehabilitation for people with memory disorders towards improving the quality of the elderly life

    Information technology for active ageing: A review of theory and practice

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    Active Ageing aims to foster a physically, mentally and socially active lifestyle as a person ages. It is a complex, multi-faceted problem that involves a variety of different actors, such as policy makers, doctors, care givers, family members, friends and, of course, older adults. This review aims to understand the role of a new actor, which increasingly plays the role of enabler and facilitator, i.e., that of the technology provider. The review specifically focuses on Information Technology (IT), with a particular emphasis on software applications, and on how IT can prevent decline, compensate for lost capabilities, aid care, and enhance existing capabilities. The analysis confirms the crucial role of IT in Active Ageing, shows that Active Ageing requires a multidisciplinary approach, and identifies the need for better integration of hardware, software, the environment and the involved actors
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