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Evaluation of a Rehabilitation System for the Elderly in a Day Care Center
2018
Information
The experiments carried out with several seniors, in a day care center, make it possible to evaluate the usability and the efficiency of the system. ...
This paper presents a rehabilitation system based on a customizable exergame protocol to prevent falls in the elderly population. The system is based on depth sensors and exergames. ...
Conflicts of Interest: The authors declare no conflict of interest. ...
doi:10.3390/info10010003
fatcat:wqgahezmkja43hxzawg4xluoei
Custom-designed motion-based games for older adults: A review of literature in human-computer interaction
2014
Gerontechnology
Regarding evaluation, it has been demonstrated that most systems are accessible and usable for older adults. ...
While the system was tested in the context of a usability evaluation, the authors do not provide details on its value in a clinical context. ...
doi:10.4017/gt.2013.12.2.001.00
fatcat:hm35vvuegrcidltlvyxt5thale
Elder Monitoring Workflow System for Independent Living
2018
International Journal of Computers Communications & Control
This paper presents an automatic workflow framed in a gerontechnology solution, as part of the Active and Assisted Living (AAL) platform in Mobile@Old project. ...
The exergame is customized according to each elderly person's reactions and specificities. ...
Elders accepted our proposal about workflow and usability evaluation [3, 5, 13] . ...
doi:10.15837/ijccc.2018.1.3000
fatcat:rckphgrddzbinm6bg4jk2f5fue
Exergame-Driven High-Intensity Interval Training in Untrained Community Dwelling Older Adults: A Formative One Group Quasi- Experimental Feasibility Trial
2019
Frontiers in Physiology
Feasibility outcomes included attrition, adherence, acceptability [Technology Acceptance Model Questionnaire (TAM)], usability [System Usability Scale (SUS)], and enjoyment of exergaming. ...
To investigate the feasibility of an exergame-driven high-intensity interval training (HIIT) and its effects on cardiovascular fitness in untrained community dwelling older adults. ...
Furthermore, we would like to thank all participants for their patience and enthusiasm during the measurements and training sessions. ...
doi:10.3389/fphys.2019.01019
pmid:31440168
pmcid:PMC6693477
fatcat:miewp2rk5jfanovx43zhmnv6gm
Usability Issues of Clinical and Research Applications of Virtual Reality in Older People: A Systematic Review
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. ...
(2012)
52 OA (age range =
64-91)
Exploring the usability of
Sharetouch system to
encourage social
integration for senior users
Semi-immersive VR
with infrared LED
One 10 min session
TAM ...
doi:10.3389/fnhum.2020.00093
pmid:32322194
pmcid:PMC7156831
fatcat:ubtqy5qeqjafbm232jtrjdyxwi
Table of contents
2019
2019 5th Experiment International Conference (exp.at'19)
Usability evaluation of an integrative exergaming system for the senior population 286-291 Reh@City v2.0: a comprehensive virtual reality cognitive training system based on personalized and adaptive simulations ...
an educational PID control plant 58-62 A WebLab Control Experiment using the Ball and Beam System and Multiobjective Improving the Usability of Interactive Systems by Incorporating Design Thinking into ...
doi:10.1109/expat.2019.8876501
fatcat:mxzn7lbaevbvffztjkdpo2ucrm
Modulation of Physiological Responses and Activity Levels during Exergame Experiences
2016
2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)
an Exergame intervention. ...
Our results bring new insights on the usefulness of psychophysiological methods to sustain exercising motivation and personalizing gameplay to the individual needs of users in Exergaming experiences. ...
The usability of Exerpong in the two interaction modes was assessed with the System Usability Scale (SUS) [44] . SUS provides a quantification of usability through information on users' interaction. ...
doi:10.1109/vs-games.2016.7590353
dblp:conf/vsgames/CardonaCPBR16
fatcat:5t32j63wxbdbfoa6jsmejcvjwq
Virtual Reality Rehabilitation and Exergames—Physical and Psychological Impact on Fall Prevention among the Elderly—A Literature Review
2021
Applied Sciences
VR and exergames could be considered as a complement of standard physiotherapy and its possible continuation at home for elderly. ...
Prevention of falls is crucial to the well-being of the elderly population and is one of the challenges of contemporary rehabilitation. ...
An additional aim of this review was to assess the impact of this type of intervention on patients cognitive functions, quality of life, adherence, usability, and enjoyment of exergames in the process ...
doi:10.3390/app11094098
fatcat:2c6vmk4xxvftbboxtzojdghh2e
Making More of IT: Enabling Intensive Motor Cognitive Rehabilitation Exercises in Geriatrics Using Information Technology Solutions
2018
BioMed Research International
Where in the beginning ICT for active ageing mainly focussed on aspects of usability and user experience, the current status of IT as applied in ageing populations noticeably shifted toward new services ...
Particularly in the more senior population, debilitating conditions do not allow adherence to currently recommended exercise regimes. A major rethinking of age- and user-adapted exercise is overdue. ...
Acknowledgments We did not receive any specific funding for the writing of this research, as it was performed as part of our employment (ETH Zurich, ZHdK, and Reha Rheinfelden). ...
doi:10.1155/2018/4856146
fatcat:c4pe7jugejfmpo23j54hkvz5lq
Making the Best Out of IT: Design and Development of Exergames for Older Adults With Mild Neurocognitive Disorder – A Methodological Paper
2021
Frontiers in Aging Neuroscience
in an ongoing project aiming to design, develop, and evaluate an exergame-based training concept with the aim to halt and/or reduce cognitive decline and improve quality of life in older adults with mild ...
(MIDE): A Framework for Supporting the Design, Development, and Evaluation of Exergames for Health' (Li et al., 2020).Case Study: A step-by-step application of the MIDE-framework as a specific guidance ...
The MIDE-Framework aims to provide comprehensive, integrative, and specific guidance in the design, development, and evaluation of exergames for older adults on basis of an integrated and multifaceted ...
doi:10.3389/fnagi.2021.734012
pmid:34955806
pmcid:PMC8698204
fatcat:7wqz355mmngvjgxhrx7wgjbuya
Gaming for health across various areas of life
2018
2018 9th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)
Lack of physical activity is mostly addressed by implementing programs to promote physical activity but seeing as the major cause for physical inactivity is that of technology. ...
This paper outlines the design and development of a project that will us various environments, home, gym and outdoors to promote physical activity by means of technology and more specifically games. ...
as an infocommunication system. ...
doi:10.1109/coginfocom.2018.8639955
fatcat:xnkujpq4gney3iuk6rrd5mfffy
Robotic Versus Human Coaches for Active Aging: An Automated Social Presence Perspective
2019
International Journal of Social Robotics
In evaluating hedonic and utilitarian value perceptions of exergames (i.e., video games integrating physical activity), we consider elderly people's judgments of the warmth and competence (i.e., social ...
This empirical study compares elderly people's social perception of human versus robotic coaches in the context of an active and healthy aging program. ...
Acknowledgements This project received funding from the Euro- ...
doi:10.1007/s12369-018-0507-2
fatcat:5cwsbqhuofgtzoirvst3gp43hq
Gamified Solutions in Healthcare - Testing Rehabilitation Games in Finland and Asia
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 elderly gave overall positive feedback for the idea of using digital activity games for exercising. ...
This work was supported by the Finnish Funding Agency for Technology and Innovation (Tekes), City of Turku, and several industrial partners. ...
doi:10.14513/actatechjaur.v10.n1.412
fatcat:b5pzechrejcatljvmn7tzzcjhm
Enabling Immersive Exercise Activities for Older Adults: A Comparison of Virtual Reality Exergames and Traditional Video Exercises
2021
Societies
Finally, we discuss the implications of our results for future VR exergames and point out advantages and disadvantages of the systems. ...
We evaluated the movement and heart rate of the participants, as well as their enjoyment, attention to the task, and perceived workload. ...
Acknowledgments: We especially want to thank Hospital zum Heiligen Geist Hamburg for their support with participant acquisition and review of the application, and for giving us the possibility to conduct ...
doi:10.3390/soc11040134
fatcat:34z5rqnx2fesfljod4b7epqbp4
A Review of Age Friendly Virtual Assistive Technologies and their Effect on Daily Living for Carers and Dependent Adults
2019
Healthcare
The appropriate integration of technology within age-friendly communities continues to offer possible solutions to these barriers and challenges. ...
This review paper uniquely draws together the small volume of literature from the fields of gerontology, gerontechnology, human computer interaction (HCI), and disability. ...
The results showed the ISF ICT-based system to have an overall score of 62 out of 100, indicating good usability, with most users enjoying the ISF exergames. ...
doi:10.3390/healthcare7010049
pmid:30901898
pmcid:PMC6473849
fatcat:bl4ysdjusbgahj4o4rydylnirm
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