9,302 research outputs found

    Design an engaging interactive experience for people with dementia

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    The population of the world is increasing resulting in a higher number of people dealing with dementia–whether being diagnosed with it or taking care of someone that is diagnosed with it. This master thesis aims to investigate which types of multi-media technology-based experiences can improve the quality of life for people with dementia. To reach the goal of the thesis–investigation will be done through different iterations of a design method; divergence, transformation and convergence. These iterations will include observations, interviews and using personas as a tool to design. The results from the methods were used to create a high fidelity prototype which was evaluated by an expert in the field of dementia

    Overcoming barriers and increasing independence: service robots for elderly and disabled people

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    This paper discusses the potential for service robots to overcome barriers and increase independence of elderly and disabled people. It includes a brief overview of the existing uses of service robots by disabled and elderly people and advances in technology which will make new uses possible and provides suggestions for some of these new applications. The paper also considers the design and other conditions to be met for user acceptance. It also discusses the complementarity of assistive service robots and personal assistance and considers the types of applications and users for which service robots are and are not suitable

    Designing a gamified social platform for people living with dementia and their live-in family caregivers

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    In the current paper, a social gamified platform for people living with dementia and their live-in family caregivers, integrating a broader diagnostic approach and interactive interventions is presented. The CAREGIVERSPRO-MMD (C-MMD) platform constitutes a support tool for the patient and the informal caregiver - also referred to as the dyad - that strengthens self-care, and builds community capacity and engagement at the point of care. The platform is implemented to improve social collaboration, adherence to treatment guidelines through gamification, recognition of progress indicators and measures to guide management of patients with dementia, and strategies and tools to improve treatment interventions and medication adherence. Moreover, particular attention was provided on guidelines, considerations and user requirements for the design of a User-Centered Design (UCD) platform. The design of the platform has been based on a deep understanding of users, tasks and contexts in order to improve platform usability, and provide adaptive and intuitive User Interfaces with high accessibility. In this paper, the architecture and services of the C-MMD platform are presented, and specifically the gamification aspects. © 2018 Association for Computing Machinery.Peer ReviewedPostprint (author's final draft

    A Proposal To Support Wellbeing in People With Borderline Personality Disorder: Applying Reminiscent Theory in a Mobile App

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    In this paper the research draws upon reminiscence therapy, which is used in treating dementia, as an applied theory to promote well being in people who experience low moods. The application proposed here aims to promote wellbeing for people suffering from mood disorders and dementia but could potentially be used to enhance wellbeing for many types of users. Use of the application is anticipated to improve mood in a group of users where severe emotional problems are prevalent. The research aims to evaluate the effectiveness of a reminiscence based application in promoting well being in people specifically with Borderline Personality Disorder (BPD). The long term objective of this research is to establish the effectiveness of reminiscence theory on user groups aside from dementia, particularly other mental illnesses. The research advocates involving end users within the design process both to inform and evaluate the development of a mobile and tablet application.Comment: Conference pape

    Does anyone want to talk to me? : Reflections on the use of assistance and companion robots in care homes

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    Held at the AISB'15 ConventionFinal Accepted Versio

    A Mimetic Strategy to Engage Voluntary Physical Activity In Interactive Entertainment

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    We describe the design and implementation of a vision based interactive entertainment system that makes use of both involuntary and voluntary control paradigms. Unintentional input to the system from a potential viewer is used to drive attention-getting output and encourage the transition to voluntary interactive behaviour. The iMime system consists of a character animation engine based on the interaction metaphor of a mime performer that simulates non-verbal communication strategies, without spoken dialogue, to capture and hold the attention of a viewer. The system was developed in the context of a project studying care of dementia sufferers. Care for a dementia sufferer can place unreasonable demands on the time and attentional resources of their caregivers or family members. Our study contributes to the eventual development of a system aimed at providing relief to dementia caregivers, while at the same time serving as a source of pleasant interactive entertainment for viewers. The work reported here is also aimed at a more general study of the design of interactive entertainment systems involving a mixture of voluntary and involuntary control.Comment: 6 pages, 7 figures, ECAG08 worksho

    Emotional robots: principles and practice with PARO in Denmark, Germany and the UK

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    As societies age there will be a significant increase of those over 80 and a predicted increase in people with dementia. We know that loneliness increases with old age, and those living with dementia are at risk of social isolation. Also opportunities for sensory stimulation and engagement in pleasurable activities are reduced in old age. The question is what technologies can be used to extend the range of available interventions that can enhance well-being. Emotional robots have been developed for activity and therapeutic purposes. This article explores experiences of the emotional robot PARO in Denmark, Germany and UK, and provides principles of this robot as an activity or activity with a therapeutic purpose
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