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Digital Health: Critical and Cross-Disciplinary Perspectives 数字健康:关键和跨学科的观点
IF 2.2 Q2 Medicine Pub Date : 2018-11-15 DOI: 10.1108/JET-12-2018-059
A. Young
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引用次数: 1
An intelligent video-monitoring system to detect falls: a proof of concept 智能视频监控系统检测跌倒:概念验证
IF 2.2 Q2 Medicine Pub Date : 2018-11-07 DOI: 10.1108/JET-04-2018-0022
N. Lapierre, J. Meunier, Alain St-Arnaud, J. Rousseau
PurposeTo face the challenges raised by the high incidence of falls among older adults, the intelligent video-monitoring system (IVS), a fall detection system that respects privacy, was developed. Most fall detection systems are tested only in laboratories. The purpose of this paper is to test the IVS in a simulation context (apartment-laboratory), then at home.Design/methodology/approachThis study is a proof of concept including two phases: a simulation study to test the IVS in an apartment-laboratory (29 scenarios of activities including falls); and a 28-day pre-test at home with two young occupants. The IVS’s sensitivity (Se), specificity (Sp), accuracy (A) and error rate (E) in the apartment-laboratory were calculated, and functioning at home was documented in a logbook.FindingsFor phase 1, results are: Se =91.67 per cent, Sp =99.02 per cent, A=98.25 per cent, E=1.75. For phase 2, the IVS triggered four false alarms and some technical dysfunctions appeared (e.g. computer screen never turning off) that are easily overcome.Practical implicationsResults show the IVS’s efficacy at automatically detecting falls at home. Potential issues related to future installation in older adults’ homes were identified. This proof of concept led to recommendations about the installation and calibration of a camera-based fall detection system.Originality/valueThis paper highlights the potentialities of a camera-based fall detection system in real-world contexts and supports the use of the IVS to help older adults age in place.
目的为了应对老年人跌倒高发带来的挑战,开发了一种尊重隐私的跌倒检测系统——智能视频监控系统。大多数跌倒检测系统只在实验室进行测试。本文的目的是在模拟环境(公寓实验室)中测试IVS,然后在家中测试。设计/方法论/方法这项研究是一项概念验证,包括两个阶段:在公寓实验室测试IVS的模拟研究(包括跌倒在内的29种活动场景);以及在家中对两名年轻住户进行为期28天的预测试。计算IVS在公寓实验室的敏感性(Se)、特异性(Sp)、准确性(A)和错误率(E),并将在家中的功能记录在日志中。发现对于第一阶段,结果为:Se=91.67%,Sp=99.02%,A=98.25%,E=1.75。在第二阶段,IVS触发了四次错误警报,并出现了一些技术故障(例如计算机屏幕从未关闭),这些故障很容易克服。实际意义结果显示了IVS在家中自动检测跌倒的有效性。确定了与未来在老年人家中安装相关的潜在问题。这一概念验证导致了关于基于摄像头的跌倒检测系统的安装和校准的建议。原创性/价值本文强调了基于摄像头的跌倒检测系统在现实世界中的潜力,并支持使用IVS帮助老年人就地衰老。
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引用次数: 3
Digital Technologies and Generational Identity ICT Usage Across the Life Course 数字技术和代际身份信息通信技术在整个生命过程中的使用
IF 2.2 Q2 Medicine Pub Date : 2018-11-07 DOI: 10.1108/JET-09-2018-057
Catherine Pemble
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引用次数: 10
How groups of nursing home residents respond to “the CRDL”: a pilot study 养老院居民群体对“CRDL”的反应:一项试点研究
IF 2.2 Q2 Medicine Pub Date : 2018-10-19 DOI: 10.1108/JET-05-2018-0025
Tom Luyten, S. Braun, Susan van Hooren, L. Witte
PurposeThe purpose of this paper is to describe whether and how groups of nursing home residents respond to the interactive device “the CRDL”. The CRDL can translate touches between people into sounds. It recognises the type of touch and adjusts the produced sound accordingly.Design/methodology/approachThis was as an observational explorative study. Responses were coded and analysed using an existing theoretical framework.FindingsThe CRDL creates an atmosphere of playfulness and curiosity. It lowers the threshold to touch, provides an incentive to touch and encourages experimentation with different types of touches on arms and hands. The sounds the CRDL produces sometimes trigger memories and provide themes to start and support conversation. Involving a (large) group of nursing home residents to interact with the CRDL is challenging.Research limitations/implicationsIn order to more fully understand the potential of the CRDL, its use should be studied in different group and individual sessions and the effects of tailored content, adjusted to individual preferences and/or stages of cognition should be explored. Finally, the effects of using the CRDL on the general wellbeing of nursing home residents should be studied.Practical implicationsThe CRDL can help caregivers to use touch to make contact with (groups of their) residents. A session should be guided by an experienced caregiver. Some familiarisation and practice with the CRDL are recommended and a quiet environment is advised.Originality/valueThis paper demonstrates the potential of interactive objects, such as the CRDL, in the nursing home.
目的本文的目的是描述养老院居民群体是否以及如何对交互式设备“CRDL”做出反应。CRDL可以将人与人之间的接触转化为声音。它识别触摸的类型,并相应地调整产生的声音。设计/方法论/方法这是一项观察性探索性研究。使用现有的理论框架对答复进行编码和分析。发现CRDL创造了一种有趣和好奇的氛围。它降低了触摸的门槛,提供了触摸的激励,并鼓励在手臂和手上进行不同类型的触摸实验。CRDL产生的声音有时会触发记忆,并提供启动和支持对话的主题。让(一大群)疗养院居民与CRDL互动是一项挑战。研究局限性/含义为了更充分地了解CRDL的潜力,应在不同的小组和个人会议中研究其使用,并探索根据个人偏好和/或认知阶段调整的定制内容的效果。最后,应该研究使用CRDL对疗养院居民总体幸福感的影响。实际含义CRDL可以帮助护理人员使用触摸与(他们的)居民进行联系。会话应由经验丰富的护理人员指导。建议对CRDL进行一些熟悉和实践,并建议营造一个安静的环境。创意/价值本文展示了互动对象(如CRDL)在养老院中的潜力。
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引用次数: 4
Key factors in the engineering process for systems for aging in place contributing to low usability and success 老化系统工程过程中的关键因素导致了低可用性和成功
IF 2.2 Q2 Medicine Pub Date : 2018-10-10 DOI: 10.1108/JET-12-2017-0053
Jean D. Hallewell Haslwanter, G. Fitzpatrick, K. Miesenberger
PurposeDigital systems for independent aging, support and care are not being adopted as hoped. The purpose of this paper is to examine the results of three studies to derive key factors during the development and engineering process of care and support systems for older people that can impact acceptance and uptake to provide support to future projects.Design/methodology/approachThe paper analyzed the results of three qualitative studies, including two detailed case studies and a further study with 35 participants, to derive key factors. Methods for deriving factors are based on thematic analysis to identify common factors across cases and participants.FindingsThe findings point to a broad set of interconnected factors that give developers of these types of systems specific recommendations. These highlight what makes these projects complex and identify implications for the development process. Furthermore, they show way the needed user-centered and iterative methods may be in conflict with funding processes.Originality/valueWhile others have reported on single projects or looked at acceptance, these studies were the first to explore aspects of the development process that may contribute to the lack of success to date of these types of systems. The results here support more successful outcomes in the future, both by helping people involved in the development of these systems to avoid some of the issues others face and providing input to improve the performance of the engineering process.
目的用于独立老龄化、支持和护理的数字系统并没有像人们希望的那样被采用。本文的目的是检验三项研究的结果,以得出在老年人护理和支持系统的开发和工程过程中可能影响接受和接受的关键因素,从而为未来的项目提供支持。设计/方法/方法本文分析了三项定性研究的结果,包括两项详细的案例研究和一项有35名参与者的进一步研究,以得出关键因素。推导因素的方法基于主题分析,以确定案例和参与者之间的共同因素。发现这些发现指出了一系列相互关联的因素,这些因素为这些类型的系统的开发人员提供了特定的建议。这些突出了这些项目的复杂性,并确定了对开发过程的影响。此外,它们显示了所需的以用户为中心的迭代方法可能与融资过程相冲突。独创性/价值虽然其他人报告了单个项目或考虑了验收,但这些研究是第一次探索开发过程中可能导致这些类型的系统迄今为止缺乏成功的方面。这里的结果支持了未来更成功的结果,既可以帮助参与这些系统开发的人员避免其他人面临的一些问题,也可以为提高工程过程的性能提供投入。
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引用次数: 7
Pilot study to measure wheelchair users’ space requirements in the bathroom 试验研究测量轮椅使用者在浴室的空间需求
IF 2.2 Q2 Medicine Pub Date : 2018-09-17 DOI: 10.1108/JET-02-2018-0007
E. Morales, Stéphanie Gamache, F. Routhier, J. Rousseau, O. Doyle
PurposeThe purpose of this paper is to describe a methodology to measure the circulation area required by a manual or powered wheelchair within a toilet stall and present the range of possible results that can be collected when used in an experimental bathroom setup.Design/methodology/approachA bathroom environment containing a toilet, grab bars and two transparent acrylic panels suspended on rails to simulate walls was built. Three setups were experimented: 1,500 mm from the walls, 1,500 mm diagonally from the toilet and 1,700 mm from the walls. For each of the participants, markers were placed on the back and on the rear of the wheelchair and one on the toes of the participants. The Vicon® optical motion capture system was used to register the markers’ position in the 3D space.FindingsThe methodology proved to be relatively easy to install, efficient and easy to interpret in terms of results. It provides specific points from which it is possible to measure the trajectories of markers and calculate the polygonal projection of the area covered by each participant. The results showed that manual and powered wheelchair users required, respectively, 100 and 300 mm more than the minimum 1,500 mm wall-to-wall area to complete a rotation task in front of the toilet.Originality/valueThese results showed that the 1,500 mm gyration area proposed in the Canadian Code of Construction is not sufficient for manual and powered wheelchair users to circulate easily in toilet stalls. The methodology can provide evidence to support the improvement of construction norms in terms of accessible circulation areas.
目的本文的目的是描述一种测量手动或电动轮椅在厕所隔间内所需流通面积的方法,并介绍在实验浴室设置中使用时可以收集的一系列可能结果。设计/方法/方法建造了一个浴室环境,包括一个厕所、扶手和两块悬挂在栏杆上的透明丙烯酸面板,以模拟墙壁。试验了三种设置:1500 距离墙壁1500毫米 距卫生间对角线mm,1700 mm。对于每个参与者,在轮椅的背部和后部放置标记,并在参与者的脚趾上放置一个标记。Vicon®光学运动捕捉系统用于记录标记在3D空间中的位置。发现该方法被证明相对易于安装、高效且易于从结果方面进行解释。它提供了特定的点,从这些点可以测量标记的轨迹,并计算每个参与者所覆盖区域的多边形投影。结果显示,手动和电动轮椅使用者分别需要100和300 比最小值1500多mm mm的墙对墙区域,以完成厕所前的旋转任务。原创性/价值这些结果表明 《加拿大建筑规范》中提出的mm回转面积不足以让手动和电动轮椅使用者在厕所隔间内轻松走动。该方法可以为改善无障碍流通区的建设规范提供证据。
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引用次数: 2
Becoming Digital: Toward a Post-Internet Society 走向数字化:走向后互联网社会
IF 2.2 Q2 Medicine Pub Date : 2018-09-17 DOI: 10.1108/JET-09-2018-056
Mateusz Dubiel
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引用次数: 10
Screen navigation system for visually impaired people 视障人士屏幕导航系统
IF 2.2 Q2 Medicine Pub Date : 2018-09-10 DOI: 10.1108/JET-04-2018-0019
J. Ohene-Djan, S. Fernando
PurposeThe SETUP09 system consists of both navigation and a computer-aided drawing technique for people who are blind and visually impaired (BVI). The purpose of this paper is to address the need for a screen navigation technique, which can facilitate a user’s ability to produce art, and scientific diagrams electronically, by introducing a compass-based screen navigation method.Design/methodology/approachBVI computer users were tested using different screen navigation tasks to assess the accuracy and efficiency of this compass-based navigation technique by using a prototype (SETUP09) and tactile paper grid maps.FindingsThe results confirmed that the compass-based navigation facilitates higher accuracy in screen-based moving and location recognition with a noticeable reduction in time and effort.Research limitations/implicationsImprovements such as the addition of a sound layer to the interface, use of hotkeys, braille and user speech inputs are yet to be tested.Social implicationsThe current lack of suitable and efficient screen navigation technology is a limiting factor for BVI students and computer users in producing diagrams and drawings. This may place limitations on their career progression and life contentment. It is challenging for a BVI person to draw diagrams and art, which are commonly taught in education or used in industry. The compass-based screen navigation system was developed to address BVI users’ need to be able to create such content.Originality/valueA compass-based navigation method enables screen navigation through a formal command language and enables intuitive movement to a screen location using matrix-style compass directions with zoom-in and zoom-out capabilities.
SETUP09系统由导航和计算机辅助绘图技术组成,专为盲人和视障人士设计。本文的目的是通过介绍一种基于指南针的屏幕导航方法,解决屏幕导航技术的需求,这种技术可以促进用户以电子方式制作艺术和科学图表的能力。设计/方法/方法bvi计算机用户使用不同的屏幕导航任务进行测试,通过使用原型(SETUP09)和触觉纸质网格地图来评估这种基于指南针的导航技术的准确性和效率。研究结果显示,在屏幕上移动和识别位置时,指南针导航系统的准确性更高,同时显著减少了时间和精力。诸如在界面上添加声音层、使用热键、盲文和用户语音输入等改进还有待测试。社会影响目前缺乏合适和有效的屏幕导航技术是英属维尔京群岛学生和计算机用户制作图表和绘图的一个限制因素。这可能会限制他们的职业发展和生活满意度。对于英属维尔京群岛的人来说,绘制图表和艺术是一个挑战,这些通常在教育或工业中使用。开发基于罗盘的屏幕导航系统是为了满足英属维尔京群岛用户能够创建此类内容的需求。原创性/价值基于指南针的导航方法可以通过正式的命令语言进行屏幕导航,并使用具有放大和缩小功能的矩阵式指南针方向直观地移动到屏幕位置。
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引用次数: 2
Autism and virtual reality head-mounted displays: a state of the art systematic review 自闭症与虚拟现实头戴式显示器:最新的系统综述
IF 2.2 Q2 Medicine Pub Date : 2018-07-13 DOI: 10.1108/JET-01-2018-0004
Ryan Bradley, N. Newbutt
PurposeThe use of virtual reality (VR) technologies in the education of autistic children has been a focus of research for over two decades. It is argued that this form of technology can provide authentic “real world” contexts that target social and life skills training in safe, controllable and repeatable virtual environments. The development of affordable VR head-mounted displays (HMD), such as Google cardboard and Oculus Rift, has seen a renewed interest in their use for a wide range of applications, including the education of autistic individuals. The paper aims to discuss these issues.Design/methodology/approachA systematic search of electronic databases focussing on empirical studies on the use of VR-HMD for children and adults on the autism spectrum was undertaken.FindingsA review of the literature identified a limited number of studies in this field characterised by differences in the type of application, technology used and participant characteristics.Research limitations/implicationsWhilst there are some grounds for optimism, more research is needed on the use of this technology within educational settings to ensure robust recommendations can be made on the implementation, use and sustainability of this approach.Originality/valueThis paper is the first to consider the evidence base for the use of VR-HMD technology to support the needs of the autistic population.
虚拟现实(VR)技术在自闭症儿童教育中的应用已成为二十多年来的研究热点。有人认为,这种形式的技术可以提供真实的“现实世界”背景,目标是在安全、可控和可重复的虚拟环境中进行社会和生活技能培训。价格实惠的虚拟现实头戴式显示器(HMD)的发展,如谷歌纸板和Oculus Rift,重新引起了人们对其广泛应用的兴趣,包括自闭症患者的教育。本文旨在探讨这些问题。设计/方法/方法对电子数据库进行了系统搜索,重点是对自闭症谱系的儿童和成人使用VR-HMD的实证研究。对文献的回顾发现,该领域的研究数量有限,其特点是在应用类型、使用的技术和参与者特征方面存在差异。研究限制/影响虽然有一些乐观的理由,但需要对在教育环境中使用这种技术进行更多的研究,以确保对这种方法的实施、使用和可持续性提出强有力的建议。原创性/价值本文首次考虑了使用VR-HMD技术来支持自闭症人群需求的证据基础。
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引用次数: 62
A neurological and philosophical perspective on the design of environments and technology for older people with dementia 从神经学和哲学的角度为老年痴呆症患者设计环境和技术
IF 2.2 Q2 Medicine Pub Date : 2018-06-25 DOI: 10.1108/JET-11-2017-0043
M. Verkerk, J. van Hoof, S. Aarts, S. J. de Koning, J. J. van der Plaats
PurposeOlder people with dementia (OPD) have specific housing and technology-related needs, for which various design principles exist. A model for designing environments and its constituting items for people with dementia that has a firm foundation in neurology may help guide designers in making design choices. The paper aims to discuss these issues.Design/methodology/approachA general design model is presented consisting of three principles for OPD, namely designing for ageing people; designing for a favourable state and designing for beautiful moments. The neurosciences as a whole give shape to an eminent framework explaining the behaviour of OPD. One of the objectives of this paper is to translate the design principles into design specifications and to show that these specifications can be translated in a design.FindingsPhilosophical concepts are introduced which are required to understand design for OPD. Four case studies from Dutch nursing homes are presented that show how the theory of modal aspects of the philosopher Dooyeweerd can be used to map design specifications in a systematic way.Research limitations/implicationsThese examples of design solutions illustrate the applicability of the model developed in this article. It emphasises the importance of the environment for supporting the daily life of OPD.Originality/valueThere is a need for a design model for OPD. The environment and technology should initiate positive behaviours and meaningful experiences. In this paper, a general model for the designing of environments for OPD was developed that has a firm foundation in neurology and behavioural sciences. This model consists of six distinct steps and each step can be investigated empirically. In other words, this model may lay the foundation for an evidence-based design.
老年痴呆症患者(OPD)有特定的住房和技术相关需求,为此存在各种设计原则。为痴呆症患者设计环境及其构成项目的模型在神经学上有坚实的基础,可以帮助指导设计师做出设计选择。本文旨在探讨这些问题。设计/方法/方法提出了一个一般的设计模型,由三个原则组成,即为老年人设计;为有利的状态而设计,为美好的时刻而设计。神经科学作为一个整体,形成了一个杰出的框架来解释OPD的行为。本文的目标之一是将设计原则转化为设计规范,并表明这些规范可以在设计中转化。介绍了理解OPD设计所需的哲学概念。来自荷兰养老院的四个案例研究展示了哲学家Dooyeweerd的模态方面理论如何以系统的方式用于映射设计规范。研究限制/意义这些设计解决方案的例子说明了本文中开发的模型的适用性。它强调了环境对支持门诊医生日常生活的重要性。创意/价值:OPD需要一个设计模型。环境和技术应该激发积极的行为和有意义的经验。在本文中,开发了OPD环境设计的一般模型,该模型在神经学和行为科学中具有坚实的基础。该模型由六个不同的步骤组成,每个步骤都可以进行实证研究。换句话说,该模型可能为循证设计奠定基础。
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引用次数: 5
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Journal of Enabling Technologies
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