8 research outputs found

    Visual vs auditory augmented reality for indoor guidance

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    Indoor navigation systems are not widely used due to the lack of effective indoor tracking technology. Augmented Reality (AR) is a natural medium for presenting information in indoor navigation tools. However, augmenting the environment with visual stimuli may not always be the most appropriate method to guide users, e.g., when they are performing some other visual task or they suffer from visual impairments. This paper presents an AR app to support visual and auditory stimuli that we have developed for indoor guidance. A study (N=20) confirms that the participants reached the target when using two types of stimuli, visual and auditory. The AR visual stimuli outperformed the auditory stimuli in terms of time and overall distance travelled. However, the auditory stimuli forced the participants to pay more attention, and this resulted in better memorization of the route. These performance outcomes were independent of gender and age. Therefore, in addition to being easy to use, auditory stimuli promote route retention and show potential in situations in which vision cannot be used as the primary sensory channel or when spatial memory retention is important. We also found that perceived physical and mental efforts affect the subjective perception about the AR guidance app

    SLAM-based augmented reality for the assessment of short-Term spatial memory. A comparative study of visual versus tactile stimuli

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    The assessment of human spatial short-Term memory has mainly been performed using visual stimuli and less frequently using auditory stimuli. This paper presents a framework for the development of SLAM-based Augmented Reality applications for the assessment of spatial memory. An AR mobile application was developed for this type of assessment involving visual and tactile stimuli by using our framework. The task to be carried out with the AR application is divided into two phases: 1) a learning phase, in which participants physically walk around a room and have to remember the location of simple geometrical shapes; and 2) an evaluation phase, in which the participants are asked to recall the location of the shapes. A study for comparing the performance outcomes using visual and tactile stimuli was carried out. Fifty-Three participants performed the task using the two conditions (Tactile vs Visual), but with more than two months of difference (within-subject design). The number of shapes placed correctly was similar for both conditions. However, the group that used the tactile stimulus spent significantly more time completing the task and required significantly more attempts. The performance outcomes were independent of gender. Some significant correlations among variables related to the performance outcomes and other tests were found. The following significant correlations among variables related to the performance outcomes using visual stimuli and the participants subjective variables were also found: 1) the greater the number of correctly placed shapes, the greater the perceived competence; 2) the more attempts required, the less the perceived competence. We also found that perceived enjoyment was higher when a higher sense of presence was induced. Our results suggest that tactile stimuli are valid stimuli to exploit for the assessment of the ability to memorize spatial-Tactile associations, but that the ability to memorize spatial-visual associations is dominant. Our results also show that gender does not affect these types of memory tasks

    Shaping technologies for older adults with and without dementia: Reflections on ethics and preferences

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    As a result of several years of European funding, progressive introduction of assistive technologies in our society has provided many researchers and companies with opportunities to develop new information and communication technologies aimed at overcoming the digital divide of those at a greater risk of being left behind, as can be the case with healthy older people and those developing cognitive decline and dementia. Moreover, in recent years, when considering how information and communication technologies have been integrated into older people’s lives, and how technology has influenced these individuals, doubts remain regarding whether technologies really fulfil older users’ needs and wishes and whether technologies developed specifically for older users necessarily protect and consider main ethical values. In this article, we address the relevance of privacy, vulnerability and preservation of autonomy as key factors when involving older individuals as target users for information and communication technology research and development. We provide explanatory examples on ethical issues involved in the particular case of developing different types of information and communication technology for older people (from robotics to serious games), what previously performed research tells us about older adults’ preferences and wishes for information and communication technology and what steps should be taken into consideration in the near future

    Using augmented reality for shopping : a framework for AR induced consumer behavior, literature review and future agenda

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    Purpose A current technological trend, which has gained even more traction recently due to the COVID-19 pandemic, is the use of augmented reality (AR) in shopping environments. AR is addressing contemporary challenges rooted in online shopping (e.g. in terms of experientiality and try-on) and is fundamentally reshaping consumers' experiences. The purpose of this study is to provide a synthesized and structured overview of the state-of-the-art research focused on AR shopping. Design/methodology/approach The authors conduct a systematic literature review of the empirical academic corpus focused on shopping via AR technology. Findings The review reveals the diverse psychological (cognitive, affective, and social) as well as behavioral outcomes related to the use of AR in the shopping context. The authors integrate the results into a framework for AR induced consumer behavior in shopping, thereby providing an important overview of the dynamics in AR-related shopping and the factors influencing the adoption of the technology by consumers. Specifically, the authors encountered that the technological abilities of AR (e.g. in terms of interactivity, vividness, informativeness, etc.) are a source for enhanced utilitarian and hedonic shopping experiences that can support intentions to purchase a product, reuse an AR app, or recommend it to others. Importantly, our review reveals the demand for several avenues for future research. Originality/value The authors provide an overview and synthesis of how and where AR is employed in shopping contexts, what theories and technological characteristics of AR are commonly analyzed, and what psychological and behavioral outcomes AR has been found to evoke. Based on our findings, the authors derive a framework that illustrates the dynamics in AR shopping and give an in-depth discourse on 13 future research agenda points related to thematic, theoretical, methodological, and technological matters.©2022 Emerald Publishing Limited. This manuscript version is made available under the Creative Commons Attribution–NonCommercial 4.0 International (CC BY–NC 4.0) license, https://creativecommons.org/licenses/by-nc/4.0/fi=vertaisarvioitu|en=peerReviewed

    Usability framework for mobile augmented reality language learning

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    After several decades since its introduction, the existing ISO9241-11 usability framework is still vastly used in Mobile Augmented Reality (MAR) language learning. The existing framework is generic and can be applied to diverse emerging technologies such as electronic and mobile learning. However, technologies like MAR have interaction properties that are significantly unique and require different usability processes. Hence, implementing the existing framework on MAR can lead to non-optimized, inefficient, and ineffective outcomes. Furthermore, state-of-the-art analysis models such as machine learning are not apparent in MAR usability studies, despite evidence of positive outcomes in other learning technologies. In recent MAR learning studies, machine learning benefits such as problem identification and prioritization were non-existent. These setbacks could slow down the advancement of MAR language learning, which mainly aims to improve language proficiency among MAR users, especially in English communication. Therefore, this research proposed the Usability Framework for MAR (UFMAR) that addressed the currently identified research problems and gaps in language learning. UFMAR introduced an improved data collection method called Individual Interaction Clustering-based Usability Measuring Instrument (IICUMI), followed by a machine learning-driven analysis model called Clustering-based Usability Prioritization Analysis (CUPA) and a prioritization quantifier called Usability Clustering Prioritization Model (UCPM). UFMAR showed empirical evidence of significantly improving usability in MAR, capitalizing on its unique interaction properties. UFMAR enhanced the existing framework with new abilities to systematically identify and prioritize MAR usability issues. Through the experimental results of UFMAR, it was found that the IICUMI method was 50% more effective, while CUPA and UCPM were 57% more effective than the existing framework. The outcome through UFMAR also produced 86% accuracy in analysis results and was 79% more efficient in framework implementation. UFMAR was validated through three cycles of the experimental processes, with triangulation through expert reviews, to be proven as a fitting framework for MAR language learning

    Evaluación de aplicaciones educativas de AR con estudiantes adultos

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    There is a growing interest in the educational applications of Augmented Reality (AR). While most applications of these technologies have been examined in the context of children education, our knowledge about their usefulness in adult education is deficient and particularly more in the category of Location-Based Augmented Reality (LBMAR) games, so the aim of this thesis is to examine the opinions of adult learners (young, middle-aged and elderly) about one particular LBMAR game, the “Ingress”. The main problems addressed by this research comprise questions relating to the usefulness of some key technological components of AR in education (secondarily) and to aspects of training adults by using AR (primarily). As concerns the technological aspects, i.e. "which one of the three types of AR (marker-based, markerless, location-based) is more often associated with naturalistic approaches and what are their relative advantages?”, this research showed that naturalistic approaches applied to marker-based AR enhance active participation in virtual environments, motivate learners, promote personal involvement in conquering new information, offer different perspectives of the content and arouse interest for knowledge. In the case of markerless AR, naturalistic designs foster participants’ collaboration in games, enhance interactivity, offer panoramic views, visualization, and the possibility to examine the role of visual controls. Moreover, naturalistic approaches applied to location-based AR are suitable for designing multidisciplinary applications, can be used for training and have the possibility to be designed so as to account for locality and context. The fact that, as appears from the peer-reviewed literature that was examined, the location-based AR technologies are more appropriate for education and for smartphones, hints that a deeper examination of their potential usefulness for education (and for adult education in particular) might be interesting. As concerns the educational aspects, which also constitute the main focus of the thesis, these focus on the exploration of the usefulness of the LBMAR game “Ingress” in adult education, by answering two intertwined questions: a) how to assess opinions of adult learners about the LBMAR game “Ingress”? and b) what do adult learners think about this game and how do they perceive its features? Providing answers to these questions is tantamount to receiving adequate results from quantitative and qualitative empirical research which would be designed so as to explore their opinions, views and attitudes with respect to this LBMAR game. Hence, 45 adult persons from Greece, aged 20 to 62,cooperated as subjects of this research. They followed a short introductory informal training (on AR, VR, MAR and the games that are relevant to these technologies) by the researcher of this thesis and were subsequently given the instructions of how to use “Ingress” on a smartphone. The quantitative research was carried out before and after training and all trainees participated by filling 31 Likert-type closed questions before and after training. The qualitative research was based on the analysis of their responses to two different sets of open-ended questions. The first set consisted in 5 such questions to which answered 24 participants and the second set had 2 broader questions to which responded 36 participants. This research showed the advantages for adult education of integrating the ARCS model into the learning phase of an LBMAR game. Specifically, it was shown that using Keller’s widely known “ARCS model” (Attention – Relevance – Confidence - Satisfaction) enabled the classification of users’ responses with respect to their interaction with the game and is therefore useful in evaluating adult education with LBMAR games. The players’ responses did not change linearly with their age and the training has had different impact on each age group of learners. Also, statistical analyses proved that training increased the scores of the factors of ARCS model. Other results of this research showed that those over 36 years old focused more on the facts that the play of “Ingress” is primarily a geographical game and its scenario reflects interesting discussions about the evolution of humanity. Participants in the age groups 20–35 and >52 agreed that the game does not have idle phases, that it combines excitement with insecurity, and that it is pleasant to play locally a game of planetary proportions.Another age-related observation concerned the answers to the question (“How do you feel when you endow the geographical space with personal preferences?”) between age groups with age groups agreeing in pairs: the first two age groups (20–30) and (30–40) agreed more than with the last two (40–50) and (50–60). Yet, in question “Do you think that the game offers opportunities for learning and teaching geography, building on your previous geographical knowledge?” , there was an overlap in the responses of participants among age groups. As for the first question, the most critical concept was: “the users feel a kind of nostalgia”, followed by the concept “the users consider portals as personal creations”. In the case of the second question, the most critical concept was that the participants believe that the game offers entirely new opportunities for education in geography, compared with their previous experiences. This fosters an evidence of constructivist approaches to adult education and, also, relevance of some other prominent theories of adult education such as humanism. Methodologically, this research it was shown that content analysis is a valuable method for exploring opinions and attitudes of adult users towards MAR games and Jaccard indices can be used to quantitatively explore themes emerging from content analysis. Content analysis was performed on the users’ responses qualitatively in order to identify characteristic sentences expressing attitudes and opinions. For the quantitative assessment of similarities between responses for each question and subconcept, the Jaccard similarity index was calculated pair-wise for every pair of participants. In addition to the Jaccard indices and furthering the scope of new methods for content analysis, this thesis shows how to use Social Network Analysis (SNA) to model concept maps, thus opening up excellent opportunities to create visualizations of concepts and their inter-relationships. Quantitative aspects of SNA analysis (i.e. by using radial centrality and information centrality) provide mechanisms suitable to measure internal relationships in concept maps (in addition to visual inspection) that would not otherwise be visible. Using SNA enabled the classification of users’ responses with respect to their interaction with the game and therefore was a fruitful approach for education that involves MAR games. Furthermore, with this novelty, it is shown how texts derived from interviews or from responses to open questions by different individuals can be analyzed both qualitatively and quantitatively with SNA. Concluding, this research has produced novelties at both the educational and the methodological levels. As concerns adult education, it was shown that i) LBMAR games are suitable for it, ii) adult education about them can be enhanced by following Keller’s ARCS model, iii) perception and satisfaction of adult learners depends on age, and iv) certain theories of adult education (i.e. constructivism and humanism) can be relevant when adult learners use LBMAR games such as “Ingress”. As concerns methods of educational research, this research suggested entirely new methods, for first time ever, for analyzing data that are derived from trainees' responses to open questions. These new methods are content analysis of the participants’ responses with the use of Jaccard indices and methods of SNA and can have a wider applicability to educational research.Existe un creciente interés por las aplicaciones educativas de la Realidad Aumentada (RA). Mientras que la mayoría de las aplicaciones de estas tecnologías se han examinado en el contexto de la educación infantil, nuestro conocimiento sobre su utilidad en la educación de adultos es deficiente y, en particular, más en la categoría de juegos de Realidad Aumentada Basada en la Localización (LBMAR), por lo que el objetivo de esta tesis es examinar las opiniones de los estudiantes adultos (jóvenes, de mediana edad y mayores) sobre un juego LBMAR, el "Ingress". Los principales problemas que aborda esta investigación comprenden cuestiones relacionadas con la utilidad de algunos componentes tecnológicos de la RA en la educación (secundariamente) y con aspectos de la formación de adultos mediante el uso de la RA (principalmente). En cuanto a los aspectos tecnológicos, es decir "¿cuál de los tres tipos de RA (basada en marcadores, sin marcadores, basada en la localización) se asocia más a los enfoques naturalistas y cuáles son sus ventajas relativas?", esta investigación demostró que los enfoques naturalistas aplicados a la RA basada en marcadores potencian la participación activa en entornos virtuales, motivan a los alumnos, promueven la implicación personal en la conquista de nueva información, ofrecen diferentes perspectivas del contenido y despiertan el interés por el conocimiento. En el caso de la RA sin marcadores, los diseños naturalistas fomentan la colaboración de los participantes en los juegos, mejoran la interactividad, ofrecen vistas panorámicas, visualización y la posibilidad de examinar los controles visuales. Además, los enfoques naturalistas aplicados a la RA basada en la localización son adecuados para el diseño de aplicaciones multidisciplinares, pueden utilizarse para la formación y tienen la posibilidad de diseñarse teniendo en cuenta la localidad y el contexto. El hecho de que, como se desprende de la literatura revisada por pares que se examinó, las tecnologías de RA basadas en la localización son más apropiadas para la educación y para los teléfonos smartphones, sugiere que podría ser interesante un examen más profundo de su utilidad potencial para la educación (y para la educación de adultos en particular). En cuanto a los aspectos educativos, que también constituyen el foco principal de la tesis, éstos se centran en la exploración de la utilidad del juego LBMAR "Ingress" en la educación de adultos, respondiendo a dos preguntas entrelazadas: a) ¿cómo evaluar las opiniones de los alumnos adultos sobre el juego LBMAR "Ingress"? y b) ¿qué piensan los alumnos adultos sobre este juego y cómo perciben sus características? Dar respuesta a estas preguntas equivale a recibir resultados adecuados de una investigación empírica, cuantitativa y cualitativa, que se diseñaría para explorar sus opiniones, puntos de vista y actitudes con respecto a este juego LBMAR. Por lo tanto, 45 personas adultas de Grecia, con edades entre 20 y 62 años, colaboraron como sujetos de esta investigación. Siguieron una breve formación informal introductoria por parte del investigador de esta tesis (sobre RA, realidad virtual, RA móvil, y sobre los juegos relacionados con estas tecnologías) y posteriormente se les dieron las instrucciones de cómo utilizar "Ingress" en un smartphone. La investigación cuantitativa se llevó a cabo antes y después de la formación y todos los alumnos participaron respondiendo a 31 preguntas cerradas del tipo Likert antes y después de la formación. La investigación cualitativa se basó en el análisis de sus respuestas a dos conjuntos diferentes de preguntas abiertas. El primer conjunto constaba de 5 preguntas de este tipo (a las que respondieron 24 participantes) y el segundo conjunto tenía 2 preguntas más amplias, a las que respondieron 36 participantes. La investigación cuantitativa mostró las ventajas para la educación de adultos de integrar el modelo ARCS en la fase de aprendizaje de un juego LBMAR. En concreto, se demostró que la utilización del conocido "modelo ARCS" de Keller (Atención - Relevancia - Confianza - Satisfacción) permitió clasificar las respuestas de los usuarios con respecto a sus interacciones con el juego y, también, es útil para evaluar la educación de adultos con juegos LBMAR. Las respuestas de los jugadores no cambiaron linealmente con su edad y el entrenamiento ha tenido un impacto diferente en cada grupo de edad de los alumnos. Además, los análisis estadísticos demostraron que el entrenamiento aumentó las puntuaciones de los factores del modelo ARCS. Otros resultados de esta investigación mostraron que los mayores de 36 años se centraron más en el hecho de que el juego "Ingress" es principalmente un juego geográfico y su escenario refleja interesantes debates sobre la evolución de la humanidad. Las opiniones de los participantes de los grupos de edad de 20-35 y >52 coincidieron en que el juego no tiene fases ociosas, que combina la emoción con la inseguridad y que es agradable jugar a nivel local a un juego de proporciones planetarias. Otra observación relacionada con la edad se refería a las respuestas a la pregunta ("¿Cómo te sientes cuando dotas al espacio geográfico de preferencias personales?") entre grupos de edad que coincidían: los dos primeros grupos de edad (20-30) y (30-40) estaban más de acuerdo que los dos últimos (40-50) y (50-60). Sin embargo, en la pregunta "¿Crees que el juego ofrece oportunidades para aprender y enseñar geografía, aprovechando tus conocimientos geográficos previos?" hubo un solapamiento en las respuestas de los participantes entre los grupos de edad. En cuanto a la primera pregunta, el concepto más crítico fue: "los usuarios sienten una especie de nostalgia", seguido del concepto "los usuarios consideran los portales como creaciones personales". En el caso de la segunda pregunta, el concepto más crítico fue que los participantes creen que el juego ofrece oportunidades totalmente nuevas para la educación en geografía en comparación con sus experiencias anteriores. Esto fomenta una evidencia de los enfoques constructivistas de la educación de adultos y, también, la relevancia de algunas otras teorías prominentes de la educación de adultos, como el humanismo. Metodológicamente, esta investigación demostró también que el análisis de contenido es un método valioso para explorar las opiniones y actitudes de los usuarios adultos hacia los juegos MAR y los índices de Jaccard pueden utilizarse para explorar cuantitativamente los temas que surgen del análisis de contenido. El análisis de contenido se realizó sobre las respuestas de los usuarios de forma cualitativa para identificar las frases características que expresan actitudes y opiniones. Para la evaluación cuantitativa de las similitudes entre las respuestas de cada pregunta y subconcepto, se calculó el índice de similitud de Jaccard por parejas para cada par de participantes. Además de los índices de Jaccard y de ampliar el alcance de los nuevos métodos de análisis de contenido, esta tesis muestra cómo utilizar el Análisis de Redes Sociales (Social Networks Analysis - SNA) para modelar los mapas conceptuales, abriendo así excelentes oportunidades para crear visualizaciones de los conceptos y sus interrelaciones. Los aspectos cuantitativos del análisis SNA (es decir mediante el uso de la centralidad radial y la centralidad de la información) proporcionan mecanismos adecuados para medir las relaciones internas en los mapas conceptuales (además de la inspección visual) que de otro modo no serían visibles. El uso del SNA permitió la clasificación de las respuestas de los usuarios con respecto a su interacción con el juego y, por lo tanto, fue un enfoque fructífero para la educación que involucra los juegos MAR. Además, con esta novedad, se muestra cómo los textos derivados de las entrevistas o de las respuestas a las preguntas abiertas de diferentes individuos pueden ser analizados tanto cualitativamente como cuantitativamente usando SNA. En conclusión, esta investigación ha aportado novedades, tanto a nivel educativo como metodológico. En lo que respecta a la educación de adultos, se ha demostrado que i) los juegos LBMAR son adecuados para ella, ii) la educación de adultos sobre ellos puede mejorarse siguiendo el modelo ARCS de Keller, iii) la percepción y la satisfacción de los alumnos adultos depende de la edad, y iv) ciertas teorías de la educación de adultos (es decir, el constructivismo y el humanismo) pueden ser relevantes cuando los alumnos adultos utilizan juegos LBMAR como "Ingress". En cuanto a los métodos de investigación educativa, esta investigación sugirió métodos totalmente nuevos para analizar los datos que se derivan de las respuestas de los alumnos a las preguntas abiertas. Estos nuevos métodos son el análisis de contenido de las respuestas de los participantes con el uso de los índices de Jaccard y los métodos de SNA y pueden tener una aplicabilidad más amplia a la investigación educativa

    Establishing Design Principles for Augmented Reality for Older Adults

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    Augmented Reality (AR) is growing rapidly and becoming a more mature and robust technology, which combines virtual information with the real environment in real-time. This becomes significant in ensuring the acceptance and success of Augmented Reality systems. With the growing number of older mobile phone users, evidence shows the possible trends associated with using AR systems to support older adults in terms of transportation, home activities, rehabilitation training and entertainment. However, there is a lack of research on a theoretical framework or AR design principles that could support designers when developing suitable AR applications for specific groups (e.g. older adults). This PhD research mainly focuses on the possibility of developing and applying AR design principles to provide various possible design alternatives in order to address the relevant AR-related issues focusing on older adults. This research firstly identified the architecture of Augmented Reality to understand the definition of AR using a range of previous AR examples. Secondly, AR design principles (version 1) were identified after describing the AR features and analysing the AR design recommendations. Thirdly, this research refined the AR design principles (version 2) by conducting two half-day focus groups with AR prototypes and related scenarios for older adults. The final version of the AR design principles (version 3) for older adults was established. These are: Instantaneous Augmentation, Layer-focus Augmentation, Modality-focus Augmentation, Accurate Augmentation and Hidden Reality. Ultimately, all of these design principles were applied to AR applications and examined in practice using two focus groups. Additionally, as part of the process of AR principle development, a number of AR issues were identified and categorised in terms of User, Device, Augmentation, Real Content, Interaction and Physical World, based on the pre-established AR architecture. These AR issues and design principles may help AR designers to explore quality design alternatives, which could potentially benefit older adults

    Using Technology in the Assessment and Rehabilitation of Spatial Neglect

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    Spatial neglect is characterised by inattention to stimuli in the contralesional side of space. The complexity of the condition (manifesting in personal, near, and far space) make it difficult to assess, with some subtypes not commonly assessed. And, due to the low quality of the current evidence, no single intervention can be formally recommended to effectively rehabilitate neglect. However, technology may offer an opportunity to improve the sensitivity of assessments and facilitate self-administration of rehabilitation at home. In Chapter 1, results from 179 healthy adults (aged 18-94 years-old) revealed that performance on the Computerised Extrapersonal Neglect Test (CENT)’s visuospatial tasks (cancellation, line bisection) were related, sensitive to age-related decline, and sex differences in extrapersonal (far) space. Age-graded normative data was produced to inform the detection of spatial neglect in extrapersonal space in stroke survivors. Chapter 2 found CENT’s cancellation test had excellent diagnostic accuracy, sensitivity and validity compared to the widely used, validated paper-and-pencil neglect tests. In a group of 57 stroke survivors, CENT identified 18 cases of extrapersonal neglect which would otherwise go undetected. The results demonstrate the capabilities of a computerised assessment in providing additional attentional measures, as well as the necessity of carrying out a comprehensive assessment of neglect subtypes to inform rehabilitation strategies. Finally, Chapter 3 found that it was feasible for NHS staff to set-up and train 7 participants to self-administer the computerised Spatial Inattention Grasping Home-based Therapy (c-SIGHT) intervention. Though the sample was small and underpowered, there was preliminary evidence of the positive effects of c-SIGHT. This trial demonstrates the value of feasibility studies in providing recommendations to inform future studies. Together these studies offer practical recommendations and novel findings demonstrating the usefulness of technology in detecting spatial neglect and delivering rehabilitation at home to better support and improve people’s lives after stroke
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