729 research outputs found

    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

    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

    A perception pipeline exploiting trademark databases for service robots

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    User-centered design of an interactive social service concept for elderly people

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    The population is greying rapidly. Technologies are booming to maintain independence and wellbeing of the elderly people. Many designs and researches are particularly focused on physiological and safety needs of the elderly people. Though technologies have capabilities to affect the social aspects of the elderly people in a positive way, there are fewer researches commenced to date. The main purpose of this thesis work is to find out the needs of the elderly people and design appropriate technological solution for the elderly people addressing those needs using User Centered Design Approach. Various data collection methods such as semi-structured thematic interviews, observation and diary method were utilized to collect user needs. Then user data were consolidated using affinity diagram and the needs were classified using Maslow’s Hierarchy of Needs. Based on the user studies and the literature review of existing technologies, the need for social technology was figured out and the design phase involved the development of Social TV prototype. The design process was iterative in terms of creating scenarios and storyboards as well as User Environment Design to attain simplicity in design. Then the mid-fidelity prototype of social TV named ElderTV was developed to demonstrate the concept. The evaluation of the prototype was conducted utilizing sociability heuristics for social TV where the designed prototype was compared against each heuristics rules and these rules served as design guidelines during the design phase of the prototype. The resulted social TV concept for elderly people is designed to address elderly peoples’ needs to strengthen the existing social ties. The concept is expected to extend TV viewing activity of the elderly people into shared experience by allowing them to communicate with a circle of friends and families. The prototype is intended to illustrate how elderly people can share feeling of togetherness while watching television and alleviate the loneliness and isolation of the elderly

    Supporting Social Interaction in Care Environments: Exploring Stakeholder Perspectives on the Potential of Interactive Technology

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    This article explores care stakeholders’ perspectives on how interactive technology can help form socially active environments in residential care settings. Based on participatory workshops, involving representatives from multiple stakeholder groups, the authors identify a set of considerations relevant for design of social inclusion technology for care settings. The design considerations relate to the following topics: users, places, themes, value, and role. The authors also present three mock-ups emanating from the workshops, representing the participants’ visions as to how technology can contribute to social interaction by accommodating considerations related to the above topics. The results from this study highlight the importance of social inclusion technology being firmly anchored in the local and collaboratively produced care environment. In particular, their findings illustrate how the local—i.e., the wider social context in which the care residents live, and in which activities and things gain social meaning and value—can offer a rich design space and valuable source of inspiration for social inclusion technology. Potential negative implications of social inclusion technology are also briefly discussed. The main contribution of this article is an increased understanding of the intimate relationship between designs for social inclusion and the wider social context in which care residents live.acceptedVersio

    User-centered design of an interactive social service concept for elderly people

    Get PDF
    The population is greying rapidly. Technologies are booming to maintain independence and wellbeing of the elderly people. Many designs and researches are particularly focused on physiological and safety needs of the elderly people. Though technologies have capabilities to affect the social aspects of the elderly people in a positive way, there are fewer researches commenced to date. The main purpose of this thesis work is to find out the needs of the elderly people and design appropriate technological solution for the elderly people addressing those needs using User Centered Design Approach. Various data collection methods such as semi-structured thematic interviews, observation and diary method were utilized to collect user needs. Then user data were consolidated using affinity diagram and the needs were classified using Maslow’s Hierarchy of Needs. Based on the user studies and the literature review of existing technologies, the need for social technology was figured out and the design phase involved the development of Social TV prototype. The design process was iterative in terms of creating scenarios and storyboards as well as User Environment Design to attain simplicity in design. Then the mid-fidelity prototype of social TV named ElderTV was developed to demonstrate the concept. The evaluation of the prototype was conducted utilizing sociability heuristics for social TV where the designed prototype was compared against each heuristics rules and these rules served as design guidelines during the design phase of the prototype. The resulted social TV concept for elderly people is designed to address elderly peoples’ needs to strengthen the existing social ties. The concept is expected to extend TV viewing activity of the elderly people into shared experience by allowing them to communicate with a circle of friends and families. The prototype is intended to illustrate how elderly people can share feeling of togetherness while watching television and alleviate the loneliness and isolation of the elderly

    Information Technology for Active Ageing: A Review of Theory and Practice

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    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with
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