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The Design Process and Usability Assessment of an Exergame System to Facilitate Strength for Task Training for Lower Limb Stroke Rehabilitation [chapter]

Edgar R. Rodríguez Ramírez, Will Duncan, Scott Brebner, Kah Chan
2017 Proceedings of the Conference on Design and Semantics of Form and Movement - Sense and Sensitivity, DeSForM 2017  
The semantics of form and movement play an essential role for stroke patients to be able to carry out their exercises.  ...  This research investigates how the design of an exergame system (game and game controller) for lower limb stroke rehabilitation can facilitate unsupervised STT and therefore allow stroke patients to care  ...  Acknowledgements The Center of Research Excellence in Medical Technologies (CoRE MedTech), New Zealand, funded this project.  ... 
doi:10.5772/intechopen.71119 fatcat:h5dqhmr4s5hqtduaizpecjyiiu

Designing an E-coaching System for Older People to Increase Adherence to Exergame-based Physical Activity

Despoina Petsani, Evdokimos I. Kostantinidis, Panagiotis D. Bamidis
2018 Proceedings of the 4th International Conference on Information and Communication Technologies for Ageing Well and e-Health  
The current work describes some important features that must be studied in the design process of an e-coaching system that promotes the adherence of physical activity in older adults.  ...  Designing an E-coaching System for Older People to Increase Adherence to Exergame-based Physical Activity. In  ...  The user interface must be clean, friendly and not include redundant material.  ... 
doi:10.5220/0006821502580263 dblp:conf/ict4ageingwell/PetsaniKB18 fatcat:nn22w3dqvrhojjqwilgby2arxa

Developing community-based engagement in smart cities: A design-computational thinking approach

Chien-Sing Lee, K. Daniel Wong
2017 2017 IEEE International Conference on Industrial Engineering and Engineering Management (IEEM)  
Engaging the community thus plays a key role in developing meaningful communal growth along with other stakeholders.  ...  of engaging seniors in self and community development, and the young and old in community-based engagement and possibly in the future, the development of viable values-based innovations in information  ...  Thanks to the IEEE for its vision of advancing technology for humanity, Scratch, the Learning Sciences community, Sunway University and Sunway University's capstone students, Chee-Ken Wong, Samuel Hong-Shan  ... 
doi:10.1109/ieem.2017.8290008 fatcat:3yvvglsxrjcp3plykdo776zurq

Designing and evaluating digital games for frail elderly persons

Kathrin M. Gerling, Frank P. Schulte, Maic Masuch
2011 Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology - ACE '11  
This paper addresses game design for senior citizens experiencing age-related changes, especially cognitive and physical limitations.  ...  Most importantly, the evaluation showed that games were perceived as enjoyable leisure activity, supporting the approach of applying digital games to raise the quality of life among frail elderly by fostering  ...  In the context of game design for seniors living in nursing homes, the development of exergames to encourage physical activity might be one of many valuable design opportunities.  ... 
doi:10.1145/2071423.2071501 dblp:conf/ACMace/GerlingSM11 fatcat:kbrmt2bp3vapdirhklmkx2clxu

Systematic Review of Design Guidelines for Full-Body Interactive Games

Sruti Subramanian, Nina Skjæret-Maroni, Yngve Dahl
2021 Interacting with computers  
In the longer run, these quality issues risk watering out the original meaning of the term design guideline and reducing the potential value design guidelines can offer in development of full-body interactive  ...  In conclusion, the current review paints a somewhat questionable picture of the present state of the corpus of design guidelines for full-body games, with relatively large differences in the quality of  ...  guidelines for exergame design for the senior population.  ... 
doi:10.1093/iwc/iwaa026 fatcat:mtajd325jnfs3oja3soi3wgwry

A Review of Age Friendly Virtual Assistive Technologies and their Effect on Daily Living for Carers and Dependent Adults

Hannah Marston, Julie Samuels
2019 Healthcare  
The appropriate integration of technology within age-friendly communities continues to offer possible solutions to these barriers and challenges.  ...  This paper examines the national and international age-friendly frameworks regarding older adults who are carers of dependent people with disabilities.  ...  the differing roles and identities forming and reforming within this age-friendly community.  ... 
doi:10.3390/healthcare7010049 pmid:30901898 pmcid:PMC6473849 fatcat:bl4ysdjusbgahj4o4rydylnirm

Designing a stakeholder-inclusive service model for an eHealth service to support older adults in an active and social life

Marijke Broekhuis, Marit Dekker-van Weering, Cheyenne Schuit, Stefan Schürz, Lex van Velsen
2021 BMC Health Services Research  
The process of service modelling helps to align the interests of the different stakeholders to create support for future implementation of an eHealth service.  ...  Results While the initial goal was to create one digital platform for the eHealth service, the results of the service modelling showed how the needs of two important stakeholders, physiotherapists and  ...  Engineering, Mathematics and Computer Science (EEMC S), University of Twente, Enschede, The Netherlands. 3 TSN Thuiszorg Groningen, Queridolaan 5, 9721SZ Groningen, The Netherlands. 4 National Foundation  ... 
doi:10.1186/s12913-021-06597-9 fatcat:mi6fsynmzvarbppxnwano4g6ye

Usability Study of a Multicomponent Exergame Training for Older Adults with Mobility Limitations

Melanie Thalmann, Lisa Ringli, Manuela Adcock, Nathalie Swinnen, Jacqueline de Jong, Chantal Dumoulin, Vânia Guimarães, Eling D. de Bruin
2021 International Journal of Environmental Research and Public Health  
This study investigated the usability of the newly developed VITAAL exergame in mobility-impaired older adults aged 60 years and older.  ...  However, minor improvements to the system in terms of design, instructions, and technical aspects should be taken into account.  ...  The funders had no role in the design of the study; in the collection, analyses, or interpretation of data; in the writing of the manuscript, or in the decision to publish the results.  ... 
doi:10.3390/ijerph182413422 pmid:34949028 pmcid:PMC8705921 fatcat:bylvimsj4nbkjkf3zxotwgpzuq

A Solution for the Remote Care of Frail Elderly Individuals via Exergames

Marco Trombini, Federica Ferraro, Matteo Morando, Giovanni Regesta, Silvana Dellepiane
2021 Sensors  
Its architecture was designed for use at rehabilitation centers and at patients' homes. The system is user-friendly and comfortably usable by persons who are not familiar with technology.  ...  In addition, exergames enhance patient engagement in order to curb therapy abandonment.  ...  The role of exergames is important when referring to rehabilitative practice. Exergames are video games designed to promote physical activity, with users performing physical exercises [16] .  ... 
doi:10.3390/s21082719 pmid:33921548 pmcid:PMC8069394 fatcat:3aufcktma5hbrlvwaleeh3ld2e

Gamified Solutions in Healthcare - Testing Rehabilitation Games in Finland and Asia

Mika Luimula, Christina Kattimeri, Niina Katajapuu, Paula Pitkäkangas, Helena Malmivirta, Aung Pyae, Tapani Liukkonen, Jouni Smed
2017 Acta Technica Jaurinensis  
According to all of our tests elderly enjoy playing exergames, and digital games can be an effective way to enhance the quality of life of the elderly.  ...  The goal of the project is to promote exercise, social inclusiveness and enhance quality of life, aiming at developing new services and effective activity solutions for the elderly through gamification  ...  Acknowledgement We would like to thank all of our collaborators and partners in the GSH project.  ... 
doi:10.14513/actatechjaur.v10.n1.412 fatcat:b5pzechrejcatljvmn7tzzcjhm

A Study Protocol for Occupational Rehabilitation in Multiple Sclerosis

Marco Trombini, Federica Ferraro, Giulia Iaconi, Lucilla Vestito, Fabio Bandini, Laura Mori, Carlo Trompetto, Silvana Dellepiane
2021 Sensors  
In the present manuscript, the first phase of the study is described, including the definition of the needs to be addressed, the employed technology, the design and the development of the exergames, and  ...  A rehabilitative protocol of exercises can be provided as ReMoVES services and integrated into the Individual Rehabilitation Project as designed by a remote multidimensional medical team.  ...  Informed Consent Statement: Informed consent was obtained from all subjects involved in the study. Conflicts of Interest: The authors declare no conflicts of interest.  ... 
doi:10.3390/s21248436 pmid:34960529 pmcid:PMC8707782 fatcat:kkxft4vfcnb7daitxy7i5ek2me

The development and codesign of the PATHway intervention: a theory-driven eHealth platform for the self-management of cardiovascular disease

Deirdre M J Walsh, Kieran Moran, Veronique Cornelissen, Roselien Buys, Jomme Claes, Paolo Zampognaro, Fabio Melillo, Nicos Maglaveras, Ioanna Chouvarda, Andreas Triantafyllidis, Dimitris Filos, Catherine B Woods
2018 Translational Behavioral Medicine  
The aim of the current study was to develop the PATHway intervention (physical activity toward health) for the self-management of CVD.  ...  This paper details the use of the behavior change wheel and social cognitive theory to develop an eHealth intervention for the self-management of CVD.  ...  Exercise library Exercises need to be age friendly. Exercises reviewed for appropriateness.  ... 
doi:10.1093/tbm/iby017 pmid:29554380 fatcat:rqtncxy4drbhxgzim5y2aiinwi

Age-Appropriate Information Technology on the Advance: Putting Paid to Olden Times

Stefan Heng
2009 Social Science Research Network  
Technical fascination aside, the business potential hinges directly on regulations concerning data protection, teletreatment and cost reimbursement, on user friendliness and society's attitude towards  ...  Age-appropriate information technology on the advance  ...  User friendliness is determined first and foremost by the two partial aspects age-appropriate ergonomic design and intelligent learning systems behaviour.  ... 
doi:10.2139/ssrn.1529577 fatcat:lu6z2igk5zflnl7nukskimbmtu

Usability Issues of Clinical and Research Applications of Virtual Reality in Older People: A Systematic Review

Cosimo Tuena, Elisa Pedroli, Pietro Davide Trimarchi, Alessia Gallucci, Mattia Chiappini, Karine Goulene, Andrea Gaggioli, Giuseppe Riva, Fabrizia Lattanzio, Fabrizio Giunco, Marco Stramba-Badiale
2020 Frontiers in Human Neuroscience  
We conducted a systematic review with Preferred Reporting Items for Systematic reviews and Meta-analysis (PRISMA) guidelines concerning the usability of VR clinical systems in aging and provided suggestions  ...  Usability is a crucial factor that must be considered when designing virtual systems for medicine.  ...  use toward the program R Rebsamen et al. (2019) 12 OA (mean age = 72.3, SD = 4.44, MoCA range = 26-30) Investigating the feasibility and efficacy of a physical exergame on cardiovascular  ... 
doi:10.3389/fnhum.2020.00093 pmid:32322194 pmcid:PMC7156831 fatcat:ubtqy5qeqjafbm232jtrjdyxwi

BrainQuest: The use of motivational design theories to create a cognitive training game supporting hot executive function

Stuart Iain Gray, Judy Robertson, Andrew Manches, Gnanathusharan Rajendran
2018 International Journal of Human-Computer Studies  
BrainQuest: The use of motivational design theories to create a cognitive training game supporting hot executive function.  ...  He is interested in user experience research and user-centred design within the fields of serious games and educational technology.  ...  Thank-you to Anshu Bhatnagar and Eder Paula, who assisted with data collection, as well as the teachers and children involved in the design and evaluation process.  ... 
doi:10.1016/j.ijhcs.2018.08.004 fatcat:vhn2k3ofxjei3bg6alaigj4ryi
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