463 research outputs found

    Mobile activity recognition and fall detection system for elderly people using Ameva algorithm

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    Currently, the lifestyle of elderly people is regularly monitored in order to establish guidelines for rehabilitation processes or ensure the welfare of this segment of the population. In this sense, activity recognition is essential to detect an objective set of behaviors throughout the day. This paper describes an accurate, comfortable and efficient system, which monitors the physical activity carried out by the user. An extension to an awarded activity recognition system that participated in the EvAAL 2012 and EvAAL 2013 competitions is presented. This approach uses data retrieved from accelerometer sensors to generate discrete variables and it is tested in a non-controlled environment. In order to achieve the goal, the core of the algorithm Ameva is used to develop an innovative selection, discretization and classification technique for activity recognition. Moreover, with the purpose of reducing the cost and increasing user acceptance and usability, the entire system uses only a smartphone to recover all the information requiredMinisterio de EconomĂ­a y Competitividad HERMES TIN2013-46801-C4-1-rJunta de AndalucĂ­a Simon P11-TIC-8052Junta de AndalucĂ­a M-Learning P11-TIC-712

    When technology cares for people with dementia:A critical review using neuropsychological rehabilitation as a conceptual framework

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    Clinicians and researchers have become increasingly interested in the potential of technology in assisting persons with dementia (PwD). However, several issues have emerged in relation to how studies have conceptualized who the main technology user is (PwD/carer), how technology is used (as compensatory, environment modification, monitoring or retraining tool), why it is used (i.e., what impairments and/or disabilities are supported) and what variables have been considered as relevant to support engagement with technology. In this review we adopted a Neuropsychological Rehabilitation perspective to analyse 253 studies reporting on technological solutions for PwD. We analysed purposes/uses, supported impairments and disabilities and how engagement was considered. Findings showed that the most frequent purposes of technology use were compensation and monitoring, supporting orientation, sequencing complex actions and memory impairments in a wide range of activities. The few studies that addressed the issue of engagement with technology considered how the ease of use, social appropriateness, level of personalization, dynamic adaptation and carers' mediation allowed technology to adapt to PWD's and carers' preferences and performance. Conceptual and methodological tools emerged as outcomes of the analytical process, representing an important contribution to understanding the role of technologies to increase PwD's wellbeing and orient future research.University of Huddersfield, under grants URF301-01 and URF506-01

    Salutogenesis: a new paradigm for pervasive computing in healthcare environments?

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    Salutogenesis is now accepted as a part of the contemporary model of disease: an individual is not only affected by pathogenic factors in the environment, but those that promote well-being or salutogenesis. Given that "environment" extends to include the built environment, promotion of salutogenesis has become part of the architectural brief for contemporary healthcare facilities, drawing on an increasing evidence-base. Salutogenesis is inextricably linked with the notion of person-environment "fit". MyRoom is a proposal for an integrated architectural and pervasive computing model, which enhances psychosocial congruence by using real-time data indicative of the individual's physical status to enable the environment of his/her room (colour, light, temperature) to adapt on an on-going basis in response to bio-signals. This work is part of the PRTLI-IV funded programme NEMBES, investigating the use of embedded technologies in the built environment. Different care contexts require variations in the model, and iterative prototyping investigating use in different contexts will progressively lead to the development of a fully-integrated adaptive salutogenic single-room prototype

    Custom-designed motion-based games for older adults: a review of literature in human-computer interaction

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    Many older adults, particularly persons living in senior residences and care homes, lead sedentary lifestyles, which reduces their life expectancy. Motion-based video games encourage physical activity and might be an opportunity for these adults to remain active and engaged; however, research efforts in the field have frequently focused on younger audiences and little is known about the requirements and benefits of motion-based games for elderly players. In this paper, we present an overview of motion-based video games and other interactive technologies for older adults. First, we summarize existing approaches towards the definition of motion-based video games – often referred to as exergames – and suggest a categorization of motion-based applications into active video games, exergames, and augmented sports. Second, we use this scheme to classify case studies addressing design efforts particularly directed towards older adults. Third, we analyze these case studies with a focus on potential target audiences, benefits, challenges in their deployment, and future design opportunities to investigate whether motion-based video games can be applied to encourage physical activity among older adults. In this context, special attention is paid to evaluation routines and their implications regarding the deployment of such games in the daily lives of older adults. The results show that many case studies examine isolated aspects of motion-based game design for older adults, and despite the broad range of issues in motion-based interaction for older adults covered by the sum of all research projects, there appears to be a disconnect between laboratory-based research and the deployment of motion-based video games in the daily lives of senior citizens. Our literature review suggests that despite research results suggesting various benefits of motion-based play for older adults, most work in the field of game design for senior citizens has focused on the implementation of accessible user interfaces, and that little is known about the long-term deployment of video games for this audience, which is a crucial step if these games are to be implemented in activity programs of senior residences, care homes, or in therapy

    Smart home applications for cognitive health of older adults

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    Capítulo 6The lifespan of older people is growing together with their proportion in the population Growth in the older population. This leads to an increasing need for support services for older adults who will inevitably experience a significant decrease in their cognitive capabilities and mental health conditions. Cognitive function, including memory, attention, sleeping, problem-solving activities, or speed processing, are playing a crucial role in everyone’s independent daily life. Technologies can help maintain their independence and improve quality of life, reducing the care costs. In this regards, smart home applications (SMAs) offer a solution to the complex needs of older adults and their families, monitoring physiological and functional issues, as well as aiding in emergency detection and response. This chapter provides an overview of current applications reported in the scientific literature, identifies the frameworks proposed for designing these types of applications, and defines evidence based recommendations for designing SMAs for cognitive health of older adults

    Full-body motion-based game interaction for older adults

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    Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life. Copyright 2012 ACM

    Ambient Intelligence in Healthcare: A State-of-the-Art

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    Information technology advancement leads to an innovative paradigm called Ambient Intelligence (AmI). A digital environment is employed along with AmI to enable individuals to be aware to their behaviors, needs, emotions and gestures. Several applications of the AmI systems in healthcare environment attract several researchers. AmI is considered one of the recent technologies that support hospitals, patients, and specialists for personal healthcare with the aid of artificial intelligence techniques and wireless sensor networks. The improvement in the wearable devices, mobile devices, embedded software and wireless technologies open the doors to advanced applications in the AmI paradigm. The WSN and the BAN collect medical data to be used for the progress of the intelligent systems adapted inevitably. The current study outlines the AmI role in healthcare concerning with its relational and technological nature. Health

    A sociological approach to ageing, technology and health

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    This special monograph issue builds on sociology of health and illness scholarship and expands the analytical lens to examine how old people, healthcare professionals, and technology designers create, use, and modify science and technology to negotiate and define health and illness. Far from passive consumers, elders are technogenarians, creatively utilising and adapting technological artefacts such as walking aids and medications to fit their needs. This publication adds theoretical and empirical depth to our understanding of the multiple and overlapping socio-historical contexts surrounding ageing bodies and ageing enterprises, including the biomedicalisation of ageing that includes the rise of anti-ageing or longevity medicine; and the rise of gerontechnology industries and professions -- fields that largely accept the ageing body as a given. This collection sociologically investigates how and where these two trends overlap and diverge in relation to a global context of ageing and ageism, and calls for further scholarship in this area. Combining science and technology studies and sociology of health and illness frameworks together provides an empirical basis from which to analyse technogenarians in action, as well as the stakeholders and institutions involved in the ageing, health, and technology matrix

    Gen X and Digital Games: Looking back to look forward

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    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 – 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 generation’s 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

    PROVIDING CONTEXT-AWARE SERVICES TO DEMENTIA PATIENTS AND CAREGIVERS

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    As a result of increased human lifespan, dementia becomes a national public health and social care priority worldwide. Although, there is no cure for dementia, the wandering behavior of dementia patients can be managed by an ambient assisted living system. In this paper, Wandering Behavior Ontology (WBO) used for dealing with wandering behavior seen in early stage dementia patients is proposed. WBO is used in iCarus, which is an intelligent ambient assisted living system, for providing context-aware services to dementia patients and their caregivers. Knowledge sharing, knowledge reuse and logical reasoning are provided by using ontologies. iCarus aims to reduce the problems and financial burden associated with a wandering episode for the patients and their caregivers. It provides longer independent living for the elderly people and a cost-effective way of remotely monitoring them. The actions that are to be taken are determined by rule-based reasoning. These actions are sequential and they are defined in the developed ontology. These actions include warning the patient and informing the caregiver and the emergency service
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