Pub Date : 2014-11-20DOI: 10.1108/JAT-10-2014-0021
L. Magnusson, L. Sandman, K. Rosen, E. Hanson
Purpose – The purpose of this paper is to highlight the complexity surrounding the implementation of advanced electronic tracking, communication and emergency response technologies, namely, an extended safety and support (ESS) system for people with dementia (pwd) living at home. Results are presented from a Swedish demonstration study (2011-2012) conducted in 24 municipalities. Design/methodology/approach – It is a descriptive intervention study with a pre-post test design. Questionnaires were administered to pwd, carers and professionals at the outset and eight months later. ESS logging data were analyzed. Findings – ESS usage rates varied widely. A total of 650 alerts were triggered, mainly when the pwd was outdoors. Activities were reduced amongst pwd, most likely due to a progression of their disease. Carers noted that pwd were more independent than previously on those occasions when they engaged in outdoor activities. Staff considered that nearly half of pwd could remain living at home due to the ES...
{"title":"Extended safety and support systems for people with dementia living at home","authors":"L. Magnusson, L. Sandman, K. Rosen, E. Hanson","doi":"10.1108/JAT-10-2014-0021","DOIUrl":"https://doi.org/10.1108/JAT-10-2014-0021","url":null,"abstract":"Purpose – The purpose of this paper is to highlight the complexity surrounding the implementation of advanced electronic tracking, communication and emergency response technologies, namely, an extended safety and support (ESS) system for people with dementia (pwd) living at home. Results are presented from a Swedish demonstration study (2011-2012) conducted in 24 municipalities. Design/methodology/approach – It is a descriptive intervention study with a pre-post test design. Questionnaires were administered to pwd, carers and professionals at the outset and eight months later. ESS logging data were analyzed. Findings – ESS usage rates varied widely. A total of 650 alerts were triggered, mainly when the pwd was outdoors. Activities were reduced amongst pwd, most likely due to a progression of their disease. Carers noted that pwd were more independent than previously on those occasions when they engaged in outdoor activities. Staff considered that nearly half of pwd could remain living at home due to the ES...","PeriodicalId":89962,"journal":{"name":"Journal of assistive technologies","volume":"8 1","pages":"188-206"},"PeriodicalIF":0.0,"publicationDate":"2014-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JAT-10-2014-0021","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"62058267","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-09-17DOI: 10.1108/JAT-02-2014-0009
O. Lahav, Hadas Gedalevitz, S. Battersby, D. Brown, L. Evett, P. Merritt
Purpose – Virtual environments (VEs) that represent real spaces (RSs) give people who are blind the opportunity to build a cognitive map in advance that they will be able to use when arriving at the RS. The paper aims to discuss this issue. Design/methodology/approach – In this research study Nintendo Wii-based technology was used for exploring VEs via the Wiici application. The Wiimote allows the user to interact with VEs by simulating walking and scanning the space. Findings – By getting haptic and auditory feedback the user learned to explore new spaces. The authors examined the participants’ abilities to explore new simple and complex places, construct a cognitive map, and perform orientation tasks in the RS. Originality/value – To the authors’ knowledge, this finding presents the first VE for people who are blind that allow the participants to scan the environment and by this to construct map model spatial representations.
{"title":"Using Wii technology to explore real spaces via virtual environments for people who are blind","authors":"O. Lahav, Hadas Gedalevitz, S. Battersby, D. Brown, L. Evett, P. Merritt","doi":"10.1108/JAT-02-2014-0009","DOIUrl":"https://doi.org/10.1108/JAT-02-2014-0009","url":null,"abstract":"Purpose – Virtual environments (VEs) that represent real spaces (RSs) give people who are blind the opportunity to build a cognitive map in advance that they will be able to use when arriving at the RS. The paper aims to discuss this issue. Design/methodology/approach – In this research study Nintendo Wii-based technology was used for exploring VEs via the Wiici application. The Wiimote allows the user to interact with VEs by simulating walking and scanning the space. Findings – By getting haptic and auditory feedback the user learned to explore new spaces. The authors examined the participants’ abilities to explore new simple and complex places, construct a cognitive map, and perform orientation tasks in the RS. Originality/value – To the authors’ knowledge, this finding presents the first VE for people who are blind that allow the participants to scan the environment and by this to construct map model spatial representations.","PeriodicalId":89962,"journal":{"name":"Journal of assistive technologies","volume":"8 1","pages":"150-160"},"PeriodicalIF":0.0,"publicationDate":"2014-09-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JAT-02-2014-0009","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"62057635","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-09-17DOI: 10.1108/JAT-02-2014-0006
J. Hedgecock, P. Standen, C. Beer, D. Brown, D. Stewart
Purpose – The purpose of this paper is to identify ways teachers might employ a robot to achieve learning objectives with pupils with intellectual disabilities and potential outcome measures. Design/methodology/approach – A series of five case studies where teacher-pupil dyads were observed during five planned video-recorded sessions with a humanoid robot. Engagement was rated in a classroom setting and during the last session with the robot. Video recordings were analysed for duration of engagement, teacher assistance and number of goals achieved. Findings – Teachers identified a wide range of learning objectives ranging from an appreciation of cause and effect to improving the pupil's sense of direction. The robot's role could be to reward behaviour, provide cues or provide an active element to learning. Rated engagement was significantly higher with the robot than in the classroom. Research limitations/implications – A robot with a range of functions that allowed it to be engaging and motivating for th...
{"title":"Evaluating the role of a humanoid robot to support learning in children with profound and multiple disabilities","authors":"J. Hedgecock, P. Standen, C. Beer, D. Brown, D. Stewart","doi":"10.1108/JAT-02-2014-0006","DOIUrl":"https://doi.org/10.1108/JAT-02-2014-0006","url":null,"abstract":"Purpose – The purpose of this paper is to identify ways teachers might employ a robot to achieve learning objectives with pupils with intellectual disabilities and potential outcome measures. Design/methodology/approach – A series of five case studies where teacher-pupil dyads were observed during five planned video-recorded sessions with a humanoid robot. Engagement was rated in a classroom setting and during the last session with the robot. Video recordings were analysed for duration of engagement, teacher assistance and number of goals achieved. Findings – Teachers identified a wide range of learning objectives ranging from an appreciation of cause and effect to improving the pupil's sense of direction. The robot's role could be to reward behaviour, provide cues or provide an active element to learning. Rated engagement was significantly higher with the robot than in the classroom. Research limitations/implications – A robot with a range of functions that allowed it to be engaging and motivating for th...","PeriodicalId":89962,"journal":{"name":"Journal of assistive technologies","volume":"22 1","pages":"111-123"},"PeriodicalIF":0.0,"publicationDate":"2014-09-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JAT-02-2014-0006","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"62057567","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-09-17DOI: 10.1108/JAT-02-2014-0007
D. Charles, K. Pedlow, S. McDonough, Ka-yan. Shek, T. Charles
Purpose – The Leap Motion represents a new generation of depth sensing cameras designed for close range tracking of hands and fingers, operating with minimal latency and high spatial precision (0.01 mm). The purpose of this paper is to develop virtual reality (VR) simulations of three well-known hand-based rehabilitation tasks using a commercial game engine and utilising a Leap camera as the primary mode of interaction. The authors present results from an initial evaluation by professional clinicians of these VR simulations for use in their hand and finger physical therapy practice. Design/methodology/approach – A cross-disciplinary team of researchers collaborated with a local software company to create three dimension interactive simulations of three hand focused rehabilitation tasks: Cotton Balls, Stacking Blocks, and the Nine Hole Peg Test. These simulations were presented to a group of eight physiotherapists and occupational therapists (n=8) based in the Regional Acquired Brain Injury Unit, Belfast H...
{"title":"Close range depth sensing cameras for virtual reality based hand rehabilitation","authors":"D. Charles, K. Pedlow, S. McDonough, Ka-yan. Shek, T. Charles","doi":"10.1108/JAT-02-2014-0007","DOIUrl":"https://doi.org/10.1108/JAT-02-2014-0007","url":null,"abstract":"Purpose – The Leap Motion represents a new generation of depth sensing cameras designed for close range tracking of hands and fingers, operating with minimal latency and high spatial precision (0.01 mm). The purpose of this paper is to develop virtual reality (VR) simulations of three well-known hand-based rehabilitation tasks using a commercial game engine and utilising a Leap camera as the primary mode of interaction. The authors present results from an initial evaluation by professional clinicians of these VR simulations for use in their hand and finger physical therapy practice. Design/methodology/approach – A cross-disciplinary team of researchers collaborated with a local software company to create three dimension interactive simulations of three hand focused rehabilitation tasks: Cotton Balls, Stacking Blocks, and the Nine Hole Peg Test. These simulations were presented to a group of eight physiotherapists and occupational therapists (n=8) based in the Regional Acquired Brain Injury Unit, Belfast H...","PeriodicalId":89962,"journal":{"name":"Journal of assistive technologies","volume":"8 1","pages":"138-149"},"PeriodicalIF":0.0,"publicationDate":"2014-09-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JAT-02-2014-0007","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"62057581","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-09-17DOI: 10.1108/JAT-02-2014-0010
Jason Colman, J. Briggs, Louise Turner, Alice Good
Purpose – The purpose of this paper is to report a pilot experiment to test if multi-player online video games could provide a measurable cognitive therapeutic benefit for brain-injured people. Design/methodology/approach – Single-subject research design with n=3 brain-injured participants. Four alternating intervention and non-intervention weeks. Battery of cognitive tests taken at the start of the experiment and at the end of each week. Findings – Widely varying results with large standard deviation overall. Research limitations/implications – The experimental design was heavily reliant on multiple participants logging in at the same time. Server logs showed that this happened relatively rarely. Practical implications – Implications for the next iteration of the experiment are to refine the game design to avoid the need to synchronise the participants. The findings presented may be of practical use to other researchers in this area. Social implications – Acquired brain injury has been described as an ep...
{"title":"Investigating multi-player online video games for brain-injured people","authors":"Jason Colman, J. Briggs, Louise Turner, Alice Good","doi":"10.1108/JAT-02-2014-0010","DOIUrl":"https://doi.org/10.1108/JAT-02-2014-0010","url":null,"abstract":"Purpose – The purpose of this paper is to report a pilot experiment to test if multi-player online video games could provide a measurable cognitive therapeutic benefit for brain-injured people. Design/methodology/approach – Single-subject research design with n=3 brain-injured participants. Four alternating intervention and non-intervention weeks. Battery of cognitive tests taken at the start of the experiment and at the end of each week. Findings – Widely varying results with large standard deviation overall. Research limitations/implications – The experimental design was heavily reliant on multiple participants logging in at the same time. Server logs showed that this happened relatively rarely. Practical implications – Implications for the next iteration of the experiment are to refine the game design to avoid the need to synchronise the participants. The findings presented may be of practical use to other researchers in this area. Social implications – Acquired brain injury has been described as an ep...","PeriodicalId":89962,"journal":{"name":"Journal of assistive technologies","volume":"8 1","pages":"124-137"},"PeriodicalIF":0.0,"publicationDate":"2014-09-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JAT-02-2014-0010","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"62057644","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-07-27DOI: 10.1108/JAT-08-2013-0025
J. D. Gomez, G. Bologna, T. Pun
Purpose – The purpose of this paper is to overcome the limitations of sensory substitution methods (SSDs) to represent high-level or conceptual information involved in vision, which are mainly produced by the biological sensory mismatch between sight and substituting senses. Thus, provide the visually impaired with a more practical and functional SSD. Design/methodology/approach – Unlike any other approach, the SSD extends beyond a sensing prototype, by integrating computer vision methods to produce reliable knowledge about the physical world (at the lowest cost to the user). Importantly though, the authors do not abandon the typical encoding of low-level features into sound. The paper simply argues that any visual perception can be achieved through hearing needs to be reinforced or enhanced by techniques that lie beyond mere visual-to-audio mapping (e.g. computer vision, image processing). Findings – Experiments reported in this paper reveal that the See ColOr is learnable and functional, and provides ea...
{"title":"See ColOr: an extended sensory substitution device for the visually impaired","authors":"J. D. Gomez, G. Bologna, T. Pun","doi":"10.1108/JAT-08-2013-0025","DOIUrl":"https://doi.org/10.1108/JAT-08-2013-0025","url":null,"abstract":"Purpose – The purpose of this paper is to overcome the limitations of sensory substitution methods (SSDs) to represent high-level or conceptual information involved in vision, which are mainly produced by the biological sensory mismatch between sight and substituting senses. Thus, provide the visually impaired with a more practical and functional SSD. Design/methodology/approach – Unlike any other approach, the SSD extends beyond a sensing prototype, by integrating computer vision methods to produce reliable knowledge about the physical world (at the lowest cost to the user). Importantly though, the authors do not abandon the typical encoding of low-level features into sound. The paper simply argues that any visual perception can be achieved through hearing needs to be reinforced or enhanced by techniques that lie beyond mere visual-to-audio mapping (e.g. computer vision, image processing). Findings – Experiments reported in this paper reveal that the See ColOr is learnable and functional, and provides ea...","PeriodicalId":89962,"journal":{"name":"Journal of assistive technologies","volume":"8 1","pages":"77-94"},"PeriodicalIF":0.0,"publicationDate":"2014-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JAT-08-2013-0025","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"62058021","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-07-27DOI: 10.1108/JAT-08-2013-0020
O. Lahav
Purpose – The purpose of this paper is to examine the past 15 years of research and development (R&D) on the role of virtual environments (VEs) as an orientation and mobility (O&M) aid to enhance skills and to train people who are blind or newly blind. Design/methodology/approach – This paper describes and examines studies of 21 VE systems developed specifically to help people who are blind improve their O&M skills. These VE systems, equipped to supply appropriate perceptual and conceptual spatial information through haptic and auditory sensorial channels, are mainly focussed on two goals: helping congenitally blind or late blind persons to collect spatial information in advance and supporting people who are newly blind in practicing their O&M skills during rehabilitation. The R&D studies represented in these 21 studies were examined along three dimensions: descriptive information, system, and research. Findings – This paper highlights weaknesses and strengths of VE systems that have been developed in the...
{"title":"Virtual reality as orientation and mobility aid for blind people","authors":"O. Lahav","doi":"10.1108/JAT-08-2013-0020","DOIUrl":"https://doi.org/10.1108/JAT-08-2013-0020","url":null,"abstract":"Purpose – The purpose of this paper is to examine the past 15 years of research and development (R&D) on the role of virtual environments (VEs) as an orientation and mobility (O&M) aid to enhance skills and to train people who are blind or newly blind. Design/methodology/approach – This paper describes and examines studies of 21 VE systems developed specifically to help people who are blind improve their O&M skills. These VE systems, equipped to supply appropriate perceptual and conceptual spatial information through haptic and auditory sensorial channels, are mainly focussed on two goals: helping congenitally blind or late blind persons to collect spatial information in advance and supporting people who are newly blind in practicing their O&M skills during rehabilitation. The R&D studies represented in these 21 studies were examined along three dimensions: descriptive information, system, and research. Findings – This paper highlights weaknesses and strengths of VE systems that have been developed in the...","PeriodicalId":89962,"journal":{"name":"Journal of assistive technologies","volume":"8 1","pages":"95-107"},"PeriodicalIF":0.0,"publicationDate":"2014-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JAT-08-2013-0020","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"62057918","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-07-27DOI: 10.1108/JAT-10-2013-0031
Marja Harjumaa, Igone Idígoras, M. Isomursu, Ainara Garzo
Purpose – The purpose of this paper is to analyse the adoption of a multimodal medication management system (MMS) targeted on older people and home care professionals. The paper aims to describe the expectations of the system and the user experience findings from an empirical qualitative field trial. The field trial results are used to discuss how MMSs should be designed in order to improve adherence to medications. Design/methodology/approach – The paper suggests that building a multimodal medicine management system targeted on both older users and home care professionals brings many benefits over electronic medicine dispenser systems or general reminder systems. The research process uses an iterative prototyping approach including phases of requirements analysis and concept design, prototype building and evaluation in a field trial. Findings – The study demonstrates how a system that merely satisfied users during the prototype building phase does not necessarily succeed as well as expected in the field ...
{"title":"Expectations and user experience of a multimodal medicine management system for older users","authors":"Marja Harjumaa, Igone Idígoras, M. Isomursu, Ainara Garzo","doi":"10.1108/JAT-10-2013-0031","DOIUrl":"https://doi.org/10.1108/JAT-10-2013-0031","url":null,"abstract":"Purpose – The purpose of this paper is to analyse the adoption of a multimodal medication management system (MMS) targeted on older people and home care professionals. The paper aims to describe the expectations of the system and the user experience findings from an empirical qualitative field trial. The field trial results are used to discuss how MMSs should be designed in order to improve adherence to medications. Design/methodology/approach – The paper suggests that building a multimodal medicine management system targeted on both older users and home care professionals brings many benefits over electronic medicine dispenser systems or general reminder systems. The research process uses an iterative prototyping approach including phases of requirements analysis and concept design, prototype building and evaluation in a field trial. Findings – The study demonstrates how a system that merely satisfied users during the prototype building phase does not necessarily succeed as well as expected in the field ...","PeriodicalId":89962,"journal":{"name":"Journal of assistive technologies","volume":"8 1","pages":"51-63"},"PeriodicalIF":0.0,"publicationDate":"2014-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JAT-10-2013-0031","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"62058210","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-07-27DOI: 10.1108/JAT-08-2013-0024
J. Kantorovitch, Janne Väre, V. Pehkonen, A. Laikari, H. Seppälä
Purpose – The purpose of this paper is to create new ideas for assistive technology products at home, especially products utilizing robotic consumer appliances available in the homes of elderly people. The work was founded on a reported increase in household robots as well as an ageing population in the industrialized world. Design/methodology/approach – Technology should be something that is perceived as belonging to our own world that fits our daily practices. Earlier studies show that in addition to cleaning functions, new household robots could change home routines and people's relationship to them. Taking the previous studies as a starting point, the paper proposes a vacuum cleaner robot as a platform for developing pervasive safety services and describe implementation of a conceptual prototype which brings the feeling of safety to an older person and their relatives by assisting in case of accidents. Moreover, the results are presented of an empirical evaluation of the prototype with end-users. Find...
{"title":"An assistive household robot – doing more than just cleaning","authors":"J. Kantorovitch, Janne Väre, V. Pehkonen, A. Laikari, H. Seppälä","doi":"10.1108/JAT-08-2013-0024","DOIUrl":"https://doi.org/10.1108/JAT-08-2013-0024","url":null,"abstract":"Purpose – The purpose of this paper is to create new ideas for assistive technology products at home, especially products utilizing robotic consumer appliances available in the homes of elderly people. The work was founded on a reported increase in household robots as well as an ageing population in the industrialized world. Design/methodology/approach – Technology should be something that is perceived as belonging to our own world that fits our daily practices. Earlier studies show that in addition to cleaning functions, new household robots could change home routines and people's relationship to them. Taking the previous studies as a starting point, the paper proposes a vacuum cleaner robot as a platform for developing pervasive safety services and describe implementation of a conceptual prototype which brings the feeling of safety to an older person and their relatives by assisting in case of accidents. Moreover, the results are presented of an empirical evaluation of the prototype with end-users. Find...","PeriodicalId":89962,"journal":{"name":"Journal of assistive technologies","volume":"2 1","pages":"64-76"},"PeriodicalIF":0.0,"publicationDate":"2014-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JAT-08-2013-0024","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"62057979","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-07-24DOI: 10.1108/JAT-09-2012-0021
R. Fleming, S. Sum
Purpose – The purpose of this paper is to assess the empirical support for the use of assistive technology in the care of people with dementia as an intervention to improve independence, safety, communication, wellbeing and carer support. Design/methodology/approach – A total of 232 papers were identified as potentially relevant. Inclusion criteria were: studies published between 1995 and 2011, incorporated a control group, pre-test-post-test, cross sectional or survey design, type of interventions and types of participants. The 41 papers that met criteria were subjected to an assessment of their validity using the model provided by Forbes. Following the assessment seven papers were considered as strong, ten moderate and 24 weak. The review is presented around the following topics: independence, prompts and reminders; safety and security; leisure and lifestyle, communication and telehealth; and therapeutic interventions. Findings – The literature exploring the use of assistive technologies for increasing ...
{"title":"Empirical studies on the effectiveness of assistive technology in the care of people with dementia: a systematic review","authors":"R. Fleming, S. Sum","doi":"10.1108/JAT-09-2012-0021","DOIUrl":"https://doi.org/10.1108/JAT-09-2012-0021","url":null,"abstract":"Purpose – The purpose of this paper is to assess the empirical support for the use of assistive technology in the care of people with dementia as an intervention to improve independence, safety, communication, wellbeing and carer support. Design/methodology/approach – A total of 232 papers were identified as potentially relevant. Inclusion criteria were: studies published between 1995 and 2011, incorporated a control group, pre-test-post-test, cross sectional or survey design, type of interventions and types of participants. The 41 papers that met criteria were subjected to an assessment of their validity using the model provided by Forbes. Following the assessment seven papers were considered as strong, ten moderate and 24 weak. The review is presented around the following topics: independence, prompts and reminders; safety and security; leisure and lifestyle, communication and telehealth; and therapeutic interventions. Findings – The literature exploring the use of assistive technologies for increasing ...","PeriodicalId":89962,"journal":{"name":"Journal of assistive technologies","volume":"8 1","pages":"14-34"},"PeriodicalIF":0.0,"publicationDate":"2014-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JAT-09-2012-0021","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"62058035","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}