Health & Accessibility

Health Mashups: Presenting statistical patterns between wellbeing data and context in natural language to promote behavior change

People now have access to many sources of data about their health and wellbeing. Yet, most people cannot wade through all of this data to answer basic questions about their long-term wellbeing: Do I gain weight when I have busy days? Do I walk more when I work in the city? Do I sleep better on nights after I work out?

Usability an Important Goal for the Design of Therapeutic Games for Older Adults

The importance of usability for older adults in therapeutic games has not been well explored. Aspects of game-related usability that go beyond typical considerations are a need for challenge, complexity, adoption by novices, motivation for extensive use, and enjoyment. Benefits to considering usability as it pertains to this special population may have long-term benefits for personal independence, maintenance of skills, and rehabilitation from injury.

The Taxonomy and Design Criteria for Health Game Design in the Elderly

The idea that such pervasive and ever-growing immersion in digital gaming affects gamers’ real life seems obvious and is the focus of this volume. This book includes a variety of topics in this field: game theory, emotional engagement, fantasy world, game designs and development, and gambling with online games.

Putting fun into video games for older adults

Our observations of players older than 65 suggested that they weighed costs and benefits when deciding whether or not to play video games. Current games can be higher in cost for seniors because of the perceptual and cognitive changes that tend to occur with age. When seniors choose to invest effort in overcoming those costs, it is often because they perceive a high benefit.

Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers

Researchers asked 140 people aged 63 and older how often they played video games, if at all. The study participants then took a battery of tests to assess their emotional and social well-being. 61 percent of study participants played video games at least occasionally, with 35 percent of participants saying they played at least once per week.

The Design of an Interactive Stroke Rehabilitation Gaming System

There is a compelling need to create an alternative and affordable home based therapy system founded on sound rehabilitative principles, that is readily available, engaging and motivational, and can be remotely monitored by therapists. In the past two years, stroke related medical costs have increased 20%, while the number of clinical treatment sessions have declined.

Wearable Systems Design Issues for Aging or Disabled Users

Ongoing research and advancements in technology are essential for the continuing independence of elderly and disabled persons. The Engineering Handbook of Smart Technology for Aging, Disability, and Independence provides a thorough analysis of these technologies and the needs of the elderly and disabled, including a breakdown of demographics, government spending, growth rate, and much more.

Wiley Online Library

OrderUp! Mobile Game to Teach Healthier Diet Choices

OrderUp! takes health-related gaming in a new direction and seeks to educate players about how to make healthy eating choices in situations nearly everyone encounters regularly in their lives. By casting players as virtual restaurant servers, OrderUp! forces players to make healthy—and fast—menu decisions for a group of demanding, impatient customers. OrderUp! was originally developed as a simple, casual game on Nokia N95 mobile phones.

eCoach: An Intelligent Agent Decision Aid for Prostate Cancer

eCoach Intelligent Agent Decision Aid for Prostate Cancer

This study employs gaming and artificial intelligence (AI) technologies and techniques to create an intelligent encapsulated conversational agent (ECA) to act as a virtual coach who will lower the cognitive effort required by prostate cancer patients to understand key aspects of decision-making, provide more appropriate reference points from which patients more accurately interpret personal risk, and frame information to optimize the patient’s chances of applying his own preferences and values to the decision at hand. A stylized, animated ECA will have a brief,

Georgia Gerontology Society

IMTC researcher, Brian Jones, will join three other Georgia Tech Aware Home Research Initiative (AHRI) researchers presenting on their AHRI research efforts at the Georgia Gerontology Society event on September 21, 2011 from 9:45-10:45. Mr. Jones will present information on a new testbed under development for evaluating the effectiveness of industry home health devices intended to help older adults live independently.

Syndicate content