1,205 research outputs found

    Exergame design for elderly users: the case study of SilverBalance

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    In this paper, we discuss chances and challenges of game design for an elderly audience with a focus on the development of safe and usable exertion games for frail senior citizens. Based on an analysis of theoretical constraints, we conducted a case study which implements different balance tasks for elderly players featuring the Nintendo Wii Balance Board which encourages users to actively engage in game play. Furthermore, we tested the feasibility of the board as input device for our case study SilverBalance. Our results indicate that age-related impairments influence the use of video games among frail elderly in many respects, hence their needs have to be considered during the design process. In this context, our paper provides a foundation for future research regarding digital games for the elderly. © 2010 ACM

    Validation of the Medication Box Task Assessment

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    There are a limited number of validated occupation-based cognitive assessments that are feasible in clinical settings. For individuals with acquired brain injury (ABI), ecologically valid cognitive assessments are needed to understand how cognition influences functional performance. This study implemented a quantitative exploratory correlational design using a battery of gold standard tabletop cognitive assessments as criterion measurements against the Medication Box Task assessment, an occupation-based cognitive assessment. Eight participants completed the test battery. The student researchers used Pearson correlations to analyze each participant’s scores on the Medication Box Task assessment and the scores on the battery of gold standard assessments. Results indicated that no significant correlations existed between total scores of the battery of tabletop cognitive assessments and the Medication Box Task assessment. However significant correlations were found between scores of the total Type II errors made on the Tower of London and the total number of missing pills, extra pills, and total correct scores on the Medication Box Task assessment. Further findings indicated that seven out of eight participants made mistakes on the Medication Box Task assessment; six out of eight claimed that they managed their own medications

    Kaasaegsete kognitiivsete ja sotsiaalsete sekkumistehnikate loomine pediaatrilises neurorehabilitatsioonis ajukahjustusega lastel

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    VĂ€itekirja elektrooniline versioon ei sisalda publikatsiooneOmandatud ajukahjustusega lapsed vajavad kaasuva kognitiivse ja sotsiaalse defitsiidi diagnostikat ja rehabilitatsiooni, mis on oluline lapse akadeemilise edukuse ja elukvaliteedi parandamisel. Neurorehabilitatsioon on plaanipĂ€rane sekkumine, mille eesmĂ€rk on kompenseerida vĂ”i kergendada ajukahjustusest pĂ”hjustatud defitsiiti. Antud doktoritöö eesmĂ€rk oli uute arvutipĂ”histe meetodite kasutuselevĂ”tmine omandatud ajukahjustusega laste kognitiivses ja sotsiaalses neurorehabilitatioonis. Treeningdisainid loodi tĂ€helepanu, ruumitaju ja sotsiaalse kompetentsi hĂ€irete raviks. Uuringus osales 59 epilepsia, ajutrauma vĂ”i tikkide diagnoosiga ja 47 tervet kontrollgrupi last vanuses 8–12 aastat. Patsiendid lĂ€bisid rehabilitatsiooni (10 treeningut) koos eelneva ja treeningujĂ€rgse testimisega. TĂ€helepanu ja ruumitaju treeningus kasutati arvutipĂ”hist ForamenRehab lastele kohandatud programmi vĂ€ljatöötatud treeningprotokollidega. Sotsiaalsete hĂ€irete raviks loodi esmalt struktureeritud neurorehabilitatsiooni mudel, mis koosnes sotsiaalse kompetentsi olulistest komponentidest, nende hindamismeetoditest ja rehabilitatsiooni vahenditest: puutetundlikud lauad Snowflake Multiteach Tabletop ja Diamond Touch Table, ning virtuaalreaalsuse keskkonnad. Tulemusena esines patsientidel treeningu eelselt vĂ€ljendunud tĂ€helepanu, ruumitaju ja sotsiaalse kompetentsi defitsiit. ArvutipĂ”hised ja virtuaalreaalsuse programmid olid efektiivsed kognitiivsete hĂ€irete ravis. Patsientidel esines treeningute jĂ€rgselt oluline paranemine kahes tĂ€helepanu komponendis (tĂ€helepanu jagamine ja seiramine) ja kolmes ruumitaju komponendis (visuaal-konstruktiivsed vĂ”imed, visuaalne tĂ€helepanu ja nĂ€gemis-ruumitaju) ning raviefekt oli sĂ€ilinud jĂ€reltestimisel 1,3 aastat hiljem. Sotsiaalse rehabilitatsiooni jĂ€rgselt paranesid oluliselt patsientide vaimuteooria (Theory of Mind) ja emotsioonide Ă€ratundmine, kasutati rohkem koostööoskuseid, verbaalset ja mitteverbaalset kommunikatsiooni ning pragmaatika oskuseid. Uuringute tugevuseks oli sajaprotsendiline ravisoostumus ning positiivne tagasiside. Olulised on töö kĂ€igus vĂ€lja töötatud teaduspĂ”hised sekkumisprotokollid ja uued tehnoloogiapĂ”hised rehabilitatsioonimeetodid hĂ€irunud funktsioonide spetsiifiliseks raviks lastel.Children with acquired brain injury (ABI) need diagnosis of accompanying cognitive and socio-emotional deficits and neurorehabilitation to enhance their future academic success and quality of life. Neurorehabilitation is a systematic intervention designed to compensate for or remediate the impairments caused by brain injury. The main aim of the thesis was implementing new computer-based programs, multitouch-multiuser tabletops and virtual reality in cognitive and social neurorehabilitation for children with ABI. Rehabilitation designs were developed for the treatment of attention, visuospatial, and social competence deficits. 59 children aged 8–12 years with ABI diagnosis (epilepsy, traumatic brain injury or tic disorder) and 47 healthy controls participated. Study group patients completed 10 training sessions guided by therapists. Pre-intervention assessments, and outcome assessments immediately and 1.31 years after the rehabilitation were carried out. ForamenRehab computer-programme was adapted to children and intervention protocols were created for attention and visuospatial function remediation. For social deficit remediation, the structured neurorehabilitation model was created, composed of the main components of social competence with evaluation and intervention tools: Snowflake Multiteach Tabletop, Diamond Touch Table and virtual reality programmes. Pre-intervention assessments showed that children with ABI had significant deficits in attention, visuospatial abilities and social competence functions. Computer-based and virtual reality programs were effective in the remediation of cognitive deficits in patients. After training, the patients had improved performance in two attention (complex attention and tracking) and three visuospatial components (visual organization, visual attention and visuospatial perception). The positive training effect had preserved after 1.3 years in follow-up assessments. Additionally, after social deficit rehabilitation, the patients showed improvements in Theory of Mind and emotion recognition, and they used more cooperation, communication, and pragmatic skills. The patients’ compliance was 100% and feedback was positive for all three interventions. In sum, the developed evidence-based intervention protocols and new technology-based rehabilitation methods are important in the remediation of specific cognitive deficits in children.https://www.ester.ee/record=b528718

    ISAR: Ein Autorensystem fĂŒr Interaktive Tische

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    Developing augmented reality systems involves several challenges, that prevent end users and experts from non-technical domains, such as education, to experiment with this technology. In this research we introduce ISAR, an authoring system for augmented reality tabletops targeting users from non-technical domains. ISAR allows non-technical users to create their own interactive tabletop applications and experiment with the use of this technology in domains such as educations, industrial training, and medical rehabilitation.Die Entwicklung von Augmented-Reality-Systemen ist mit mehreren Herausforderungen verbunden, die Endbenutzer und Experten aus nicht-technischen Bereichen, wie z.B. dem Bildungswesen, daran hindern, mit dieser Technologie zu experimentieren. In dieser Forschung stellen wir ISAR vor, ein Autorensystem fĂŒr Augmented-Reality-Tabletops, das sich an Benutzer aus nicht-technischen Bereichen richtet. ISAR ermöglicht es nicht-technischen Anwendern, ihre eigenen interaktiven Tabletop-Anwendungen zu erstellen und mit dem Einsatz dieser Technologie in Bereichen wie Bildung, industrieller Ausbildung und medizinischer Rehabilitation zu experimentieren

    Predicting Gains With Visuospatial Training After Stroke Using an EEG Measure of Frontoparietal Circuit Function

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    The heterogeneity of stroke prompts the need for predictors of individual treatment response to rehabilitation therapies. We previously studied healthy subjects with EEG and identified a frontoparietal circuit in which activity predicted training-related gains in visuomotor tracking. Here we asked whether activity in this same frontoparietal circuit also predicts training-related gains in visuomotor tracking in patients with chronic hemiparetic stroke. Subjects (n = 12) underwent dense-array EEG recording at rest, then received 8 sessions of visuomotor tracking training delivered via home-based telehealth methods. Subjects showed significant training-related gains in the primary behavioral endpoint, Success Rate score on a standardized test of visuomotor tracking, increasing an average of 24.2 ± 21.9% (p = 0.003). Activity in the circuit of interest, measured as coherence (20–30Hz) between leads overlying ipsilesional frontal (motor cortex) and parietal lobe, significantly predicted training-related gains in visuomotor tracking change, measured as change in Success Rate score (r = 0.61, p = 0.037), supporting the main study hypothesis. Results were specific to the hypothesized ipsilesional motor-parietal circuit, as coherence within other circuits did not predict training-related gains. Analyses were repeated after removing the four subjects with injury to motor or parietal areas; this increased the strength of the association between activity in the circuit of interest and training-related gains. The current study found that (1) Eight sessions of training can significantly improve performance on a visuomotor task in patients with chronic stroke, (2) this improvement can be realized using home-based telehealth methods, (3) an EEG-based measure of frontoparietal circuit function predicts training-related behavioral gains arising from that circuit, as hypothesized and with specificity, and (4) incorporating measures of both neural function and neural injury improves prediction of stroke rehabilitation therapy effects

    A survey of haptics in serious gaming

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    Serious gaming often requires high level of realism for training and learning purposes. Haptic technology has been proved to be useful in many applications with an additional perception modality complementary to the audio and the vision. It provides novel user experience to enhance the immersion of virtual reality with a physical control-layer. This survey focuses on the haptic technology and its applications in serious gaming. Several categories of related applications are listed and discussed in details, primarily on haptics acts as cognitive aux and main component in serious games design. We categorize haptic devices into tactile, force feedback and hybrid ones to suit different haptic interfaces, followed by description of common haptic gadgets in gaming. Haptic modeling methods, in particular, available SDKs or libraries either for commercial or academic usage, are summarized. We also analyze the existing research difficulties and technology bottleneck with haptics and foresee the future research directions

    Cognitive Bias Modification on Tabletops

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    Interest in Cognitive Bias Modification (CBM) has been increasing in the field of Human Computer Interaction recently. CBM is usually presented as a training mechanism in desktops computers in the context of psychology therapy. Tabletop technologies can provide an interesting platform for delivering CBM training effectively due to their unique characteristics. However, no evidence of previous CBM interventions over Tabletop has been found. Furthermore, Smartphones are part of our daily life and although using these devices is highly enjoyable, most users develop a psychological dependency over them and lose control on its usage creating an addictive behaviour. Smartphone addicts can experiment problems such as low productivity, social isolation, mood changes, and sleeping disorders among others. In this report we present an experimental study that explore the feasibility of a CBM intervention on a Tabletop to counter Smartphone addiction. An Approach Avoidance Task (AAT) prototype was developed an deployed in a Microsoft Surface. 40 participants were recruited to receive CBM training. Our preliminary results provide evidence of a possible approach bias towards the Smartphone device and interesting interactions between the factors of our experiment. Although further data analysis is required to strongly support these claims, our study provide interesting insights for both Smartphone addiction and CBM research fields.Agencia Nacional de InvestigaciĂłn e InnovaciĂł
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