3,751 research outputs found
CoachAI: A Conversational Agent Assisted Health Coaching Platform
Poor lifestyle represents a health risk factor and is the leading cause of
morbidity and chronic conditions. The impact of poor lifestyle can be
significantly altered by individual behavior change. Although the current shift
in healthcare towards a long lasting modifiable behavior, however, with
increasing caregiver workload and individuals' continuous needs of care, there
is a need to ease caregiver's work while ensuring continuous interaction with
users. This paper describes the design and validation of CoachAI, a
conversational agent assisted health coaching system to support health
intervention delivery to individuals and groups. CoachAI instantiates a text
based healthcare chatbot system that bridges the remote human coach and the
users. This research provides three main contributions to the preventive
healthcare and healthy lifestyle promotion: (1) it presents the conversational
agent to aid the caregiver; (2) it aims to decrease caregiver's workload and
enhance care given to users, by handling (automating) repetitive caregiver
tasks; and (3) it presents a domain independent mobile health conversational
agent for health intervention delivery. We will discuss our approach and
analyze the results of a one month validation study on physical activity,
healthy diet and stress management
Understanding older adultsâ perceptions of and attitudes towards exergames
Purpose Maintaining physical activity is a key component of successful aging and has benefits for both physical and cognitive
functioning in the older adult population. One promising method for engaging in physical activity is through exergames, which are video games designed to promote exercise. Exergames have the potential to be used by a wide range of people, including older adults, in a variety of settings, such as at home, in community living environments, or senior centers. However, exergames have not been designed for older adults (e.g., with respect to their attitudes, needs). Thus, older adults may not adopt these systems if they perceive them as not useful or relevant to them. Method Twenty older adults (aged 60-79) interacted with two exergames, and were then interviewed about their perceptions of the systemâs ease of use and usefulness, as well as their general attitudes towards the system. Results Participants identified the potential for exergamesâ usefulness for various goals, such as to increase their physical activity. However, they also reported negative attitudes concerning the system, including perceiving barriers to system use. Overall, participants said they would use the system in the future and recommend it to other people at their age for improving health, despite these use challenges. Conclusion The older adults were open to adopting exergames,
which could provide opportunities to increase physical activity. Given the participantsâ overall positive perceptions of the usefulness of exergames, designers must address the perceived challenges of using these systems. Understanding barriers and facilitators for older adultsâ use of exergames can guide design, training, and adoption of these systems
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Behavioral strategies of older adults in the adoption of new technology-based products: the effects of ageing and the promising application of smart materials for the design of future products
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Seniors and Information Technology: A MIS-Fit?
The âdigital divideâ between the haves and have-nots in society continues to draw attention in traditional media outlets as well as academic research. Those yearning to join the computer revolution comprise several groups defined by wealth, ethnicity, country (even regions of countries), and age. While there has been research into the digital divide in all of these areas, the focus of this paper is Information Technology (IT) use by the elderly, or our senior citizens. Our interest in this group stems from the dynamic interaction of two forces: 1) senior populations are growing in percentage and sheer number both in the United States and internationally; and 2) as a group, the elderly have more disposable income to spend on IT than their younger counterparts. In order to coordinate our research agenda, the current investigation presents a framework that delineates scholarly inquiry into this topic by the elements of the framework. We look at what has been done, and what we feel needs to be done, in order to incorporate an important demographic group into the mainstream of computing society: our seniors
Seniors Living with Alzheimer\u27s Disease and Dementia: The Promise of App Technology
The purpose of this paper considers the potential of seniors with Alzheimerâs Disease and dementia using âappsâ on Mobile Application Technology that may assist their daily issues. Based on the Ontario 2017 budget, the governmentâs plan to improve health care services by providing additional funding will significantly impact citizens who use these services on a regular basis. Unfortunately, the number of Canadian citizens that will develop Alzheimerâs and dementia are projected to double in the next decade. Because of this projection, the Dementia Strategy is meant to assist those affected by the illness as well as ensuring their quality of life is maintained. The research problem looks into alleviating the high demand for health care services through apps, and hopefully, with scientific research, apps can also convey independence and their dignity as seniors going through Alzheimerâs Disease and dementia. The design of the study looks into four types of areas: cognitive training, physical training, companionship and daily task reminds. Each area reviews one app that corresponds to each category and the significance it has for seniors with Alzheimerâs Disease and dementia. The future of app technology is determined by the ability of the government to conduct scientific research and experts can test app technology on seniors with Alzheimerâs disease and dementia
The appraisal of Facebook online community: An exposition of mobile commerce in social media reviews
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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
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
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