446 research outputs found

    Does Digital Gaming Enable Healthy Aging for Community-Dwelling People With Dementia?

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    This article critically explores the benefits of commercial digital gaming technology for healthy aging of people with dementia. Research with community-dwelling people with dementia has highlighted the need for enhanced access to nonpharmacological interventions to support social engagement. Commercially available technologies offer a means to engage people with dementia. This article expands on this body of knowledge by assessing the benefits of digital gaming on healthy aging for community-dwelling people with dementia who have participated in a series of Tech Clubs using Apple iPads, Nintendo Wii, and Nintendo DS. Findings from this study demonstrates that use of digital gaming technologies promotes lifelong learning; optimization of mental, physical, and social stimulation; and independence, all of which promote the agenda of healthy aging

    Technology, fun and games

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    With the advancement in technology, researchers are beginning to explore various avenues where technology can be used to support and improve the well-being of people with dementia by keeping them physically, socially and mentally active. Commercial ‘off-the-shelf’ technology appears to be a viable option as it is cheaper than more dementia-specific technology and more readily available. Preliminary research has also shown it can be effective at improving the lives of people with dementia through increased engagement, mental stimulation and social interaction (SCIE 2012, Upton 2011, Leahey & Singleton 2011, Leng et al 2013). However, further research is required to understand how this technology can be used with people with dementia within group settings. The aim of this article is to report on two technology groups commissioned by Bournemouth Borough Council and discuss our observations of using commercial technology with people with dementia within the community and an assisted living care setting

    Classifying and Using Polynomials as Maps of the Field F_{p^d}s

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    Every function from a finite field to itself can be represented by a polynomial. The functions which are also permutations give rise to permutation polynomials, which have potential applications in cryptology. We will introduce a generalization of permutation polynomials called ``degree-preserving polynomials and show a classification scheme of the latter. The criteria for a polynomial to qualify as degree preserving are certainly less stringent than those for the permuting qualification. Thus the idea to study degree-preserving polynomials allows more opportunity to maneuver and gain intuition about the occurrence of such polynomials

    Self-Gravitating Strings In 2+1 Dimensions

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    We present a family of classical spacetimes in 2+1 dimensions. Such a spacetime is produced by a Nambu-Goto self-gravitating string. Due to the special properties of three-dimensional gravity, the metric is completely described as a Minkowski space with two identified worldsheets. In the flat limit, the standard string is recovered. The formalism is developed for an open string with massive endpoints, but applies to other boundary conditions as well. We consider another limit, where the string tension vanishes in geometrical units but the end-masses produce finite deficit angles. In this limit, our open string reduces to the free-masses solution of Gott, which possesses closed timelike curves when the relative motion of the two masses is sufficiently rapid. We discuss the possible causal structures of our spacetimes in other regimes. It is shown that the induced worldsheet Liouville mode obeys ({\it classically}) a differential equation, similar to the Liouville equation and reducing to it in the flat limit. A quadratic action formulation of this system is presented. The possibility and significance of quantizing the self-gravitating string, is discussed.Comment: 55 page

    Array-Based FMR1 Sequencing and Deletion Analysis in Patients with a Fragile X Syndrome–Like Phenotype

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    Background: Fragile X syndrome (FXS) is caused by loss of function mutations in the FMR1 gene. Trinucleotide CGG-repeat expansions, resulting in FMR1 gene silencing, are the most common mutations observed at this locus. Even though the repeat expansion mutation is a functional null mutation, few conventional mutations have been identified at this locus, largely due to the clinical laboratory focus on the repeat tract. Methodology/Principal Findings: To more thoroughly evaluate the frequency of conventional mutations in FXS-like patients, we used an array-based method to sequence FMR1 in 51 unrelated males exhibiting several features characteristic of FXS but with normal CGG-repeat tracts of FMR1. One patient was identified with a deletion in FMR1, but none of the patients were found to have other conventional mutations. Conclusions/Significance: These data suggest that missense mutations in FMR1 are not a common cause of the FXS phenotype in patients who have normal-length CGG-repeat tracts. However, screening for small deletions of FMR1 may be of clinically utility

    Exploring the ‘active mechanisms’ for engaging rural-dwelling older men with dementia in a community technological initiative

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    Research has suggested ecopsychosocial initiatives can promote a sense of well-being and inclusion in people with dementia. However, few studies have elucidated the ‘active mechanisms’ whereby such initiatives can achieve these outcomes, so hindering their generalisability. This is particularly pertinent when seeking to support community-dwelling older men with dementia who are reluctant to engage with traditional health and social care initiatives. This paper reports on a study that drew from the principles of Participatory Action Research to explore the ‘active mechanisms’ of a technological initiative for older men (65+ years) with dementia in rural England. An individually-tailored, male-only initiative, using off-the-shelf computer game technology (e.g. iPad, Nintendo Wii and Microsoft Kinect) was delivered over a nine week period. Multiple qualitative methods were employed including; focus groups, open interviews and extensive reflexive field-notes, to gather data from the perspective of twenty-two men, fifteen care partners and five community volunteers. The data were analysed thematically and interpreted using a masculinity lens. Three mechanisms contributed to the initiative’s success: the use of the technology; the male-only environment; and the empowering approach adopted. The paper argues that initiatives aimed at community-dwelling older men with dementia would be advised to consider these gendered experiences and ensure participants can maximise their masculine capital when participating in them, by providing enabling activities, non-threatening environments and empowering approaches of delivery

    Care home practitioners’ perceptions of the barriers and facilitators for using off-the-shelf gaming technology with people with dementia

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    Off-the-shelf digital gaming technology has been shown to support the well-being of people with dementia. Yet, to date, it is rarely adopted within dementia care practice, particularly within care homes. Drawing on a descriptive, qualitative approach, this is the first study that has sought to explore care home practitioners’ perceptions of the barriers and facilitators for using gaming technology within their workplace. Data were collected across eight focus groups in the south of England with a total of 39 care home workers. These were analysed inductively following the 6-stage thematic process as outlined by Braun and Clarke (2006). Three themes, constructed from the data suggested, the care environment, staff knowledge and skills for inclusive gaming, and staff perceptions about capabilities (their own and those of people with dementia) inhibited or facilitated the use of gaming technology in care homes. The findings were interpreted through a combination of the Capability, Opportunity, Motivation and Behaviour model and the Theoretical Domains Framework to provide theory-based insights into the mechanisms for supporting behaviour change and implementation within the care home context. We argue for the need to target wider institutional barriers alongside providing inclusive training for care staff on incorporating gaming technology within their person-centred care approaches. Through these mechanisms, they can be provided with the capabilities, opportunities and motivation to integrate gaming technology within their practice, and thus facilitate the process of culture change within care homes
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