16 research outputs found

    Learning Health System In A Senior Retirement Community: A Platform To Promote Implementation Research

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    Introduction: In an effort to develop a Learning Health System (LHS) for a healthy ageing society, this study launched an Internet of Things (IoT) platform in a senior residential community to continuously generate behavior logs. Methods: Considering that older adults experience difficulties in technology adaptation and declined information processing abilities, senior residents only needed to carry around a card sized beacon which was the tracking device. Participant recruitment took place in a continuing care retirement community. Individual feedback was obtained quarterly. Results: During the first 16 months, 111 residents, aged 67 to 97 years, joined the program, and nearly 90% of them were consistently monitored in their everyday lives. Participants’ average daily walking distance was slightly less than 1 km. The average time spent socializing was between 1 to 1.5 hours per day. Conclusion: The IoT platform offers the possibility of extending the target population and scope of data, as well as incorporating experimental study designs. It is expected that factors affecting older people’s everyday lives and their consequences on health outcomes are continuously studied, learned from and improved

    Formal Concept Analysis of Musicians' Awareness for Musical Expression

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    This paper proposes a logical framework that visualizes musicians' conceptual structures that are acquired in skill communication processes for musical expression as rhetoric. Generally, these conceptual structures are difficult to show difference between experts and beginners. So, we first carry out a theoretical analysis of musicians' awareness for musical expression using Channel theory and Formal Concept Analysis (FCA). Then, we propose a representation that shows the level of musicians' skills of musical expression. Finally, we discussed about hierarchy of musicians' conceptual structure

    Using the Concept of Serendipity in Education

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    The word "serendipity" was introduced to the field of science by Merton while studying the progress of science and noticed that accidental discoveries often contributed to its progress. We have developed a serendipity-card system to increase discovery encounters because we believe the concept of serendipity works in the relations of subjects. In education, when students experience the satisfaction of finding something by themselves through serendipitous patterns, their motivation for research is raised since they have an interest in and responsibility for particular subjects. The purpose for using the concept of serendipity is not to obtain high efficiency but to think about "the deepness in events," as suggested by Katai. Consequently, discovery encounters are to be increased in such environments. We introduce a curriculum called "Serendipity and Creativity" to use serendipity in education with support theories for making accidental discoveries. In the era when computers and manuals take away the time of consideration from human beings in programmed fields, the practical use of serendipity recovers a habit of observation and consideration.The original publication is available at JAIST Press http://www.jaist.ac.jp/library/jaist-press/index.htmlKICSS 2007 : The Second International Conference on Knowledge, Information and Creativity Support Systems : PROCEEDINGS OF THE CONFERENCE, November 5-7, 2007, [Ishikawa High-Tech Conference Center, Nomi, Ishikawa, JAPAN

    A Mathematical Framework for Interpreting Playing Environments as Media for Information Flow

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    This paper proposes a novel strategy of designing play equipments. The strategy introduces two loose constraints as a guideline for designers. The first constraint is “describing unit of play action chain_ ⟨,,⟩ based on Barthes_ semiology, and the second is the infomorphism between designer, play equipment, and players based on channel theory. We provide detailed explanation of the strategy through an example of a designing process of playing environment where the players usage of the play equipment cannot be foreseen
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