TEG 2020 Abstracts


Area 1 - Technology, Elderly & Games

Full Papers
Paper Nr: 1
Title:

The Unacceptance of a Self-Management Health System by Healthy Older Adults

Authors:

Ine D’Haeseleer, Dries Oeyen, Bart Vanrumste, Dominique Schreurs and Vero V. Abeele

Abstract: Self-Management Health Systems (SMHS) are defined as systems that combine data logging via multiple sensors and/or self-reports, possibly enhanced with risk assessment and decision support. Research on SMHS is booming, particularly as it is envisioned to support ageing in place for an increasingly greying population. However, findings on what drives adoption of SMHS by healthy older adults is still lacking. Therefore, an SMHS was tested for two weeks in a real world setting by 16 healthy participants aged 65+. We measured acceptance towards the SMHS pre and post, combined with qualitative data , and usage logs. Results indicate that at the start of the study, older adults perceived the system as easy to use, useful, and that participants had access to supporting infrastructure. Notwithstanding, behavioural intention to use an SMHS was rather low. Post usage, our findings show that, while perceived ease of use and confidence increased, perceived usefulness and behavioural intention further decreased. These findings suggest that older adults are not yet ready to adopt SMHS, and that design efforts should particularly be geared towards increasing perceived usefulness.
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Paper Nr: 2
Title:

Therapeutic Activities for Elderly People based on Tangible Interaction

Authors:

Eva Cerezo, Clara Bonillo and Sandra Baldassarri

Abstract: The use of natural user interfaces in rehabilitation can contribute to increase the motivation of patients during the rehabilitation process. Among them, Tangible User Interfaces (TUI) which couple digital information to everyday physical objects, are considered to be intuitive and especially suitable for elderly people. The physical interaction with real objects can improve the quality of training for patients who need cognitive and/or motor rehabilitation. To explore the use of tangible interfaces with the elderly, a tangible tabletop designed by the AffectiveLab was settled in a nursing home. First of all, the general user experience of their clients when working with the tabletop was assessed. From this initial evaluation tips for the creation of tangible tabletop activities for elderly were obtained and applied to the design of new cognitive and physical stimulation activities for them. From this experience, guidelines for the design of tangible activities for this kind of users have been extracted and presented in the paper.
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Paper Nr: 5
Title:

Adapting a Virtual Assistant Device to Support the Interaction with Elderly People

Authors:

Manuel Bolaños, Cesar Collazos and Francisco Gutiérrez

Abstract: Some authors agree that the elderly suffer social and technological isolation, or even exclusion, due to their aging condition, a situation that could worsen in the future, as the trend of higher population growth in the world, so some studies are needed to identify the expectations of such population in terms of the usage and adoption of technology; so, new technological developments implement specific requirements that help them to adapt to their use. This paper presents a study developed for evaluating the technological acceptance of smart virtual assistants by the elderly people. Such a study involves the design and the implementation of a recreational strategy to remember the taking of medications, considering some experiences in the development and implementation of technology for this kind of users.
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Short Papers
Paper Nr: 4
Title:

Discussing on Gamification for Elderly Literature, Motivation and Adherence

Authors:

Jose Barambones, Ali Abavisani, Elena Villalba-Mora, Miguel Gomez-Hernandez and Xavier Ferre

Abstract: Gamification and Serious games techniques have been accepted as an effective method to strengthen the performance and motivation of people in education, health, entertainment, workplace and business. Concretely, exergames have been increasingly applied to raise physical activities and health or physical performance improvement among elders. To the extend of our understanding, there is an extensive research on gamification and serious games for elderly in health. However, conducted studies assume certain issues regarding context biases, lack of applied guidelines or standardization, or weak results. We assert that a greater effort must be applied to explore and understand the needs and motivations of elderly players. Further, for improving the impact in proof-of-concept solutions and experiments some well-known guidelines or foundations must be adopted. In our current work, we are applying exergames on elderly with frailty condition in order to improve patient engagement in healthcare prevention and intervention. We suggest that to detect and reinforce such traits on elderly is adequate to extend the literature properly.
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Paper Nr: 3
Title:

A Proposal to Improve Voice-based Interfaces for Elders using Daily-living Activity Identification

Authors:

Fernando Martínez-Santiago, Rosario García-Viedma, Antonio Rueda-Ruíz, Manuel Ureña-Cámara, Ángel-Luis García-Fernández and L. A. Ureña-López

Abstract: It is a matter of common knowledge that the aging process entails a cognitive decline in certain processes such as attention, episodic memory, working memory, processing speed and executive functions. In recent years, efforts have been made to study the potential of Information and Communication Technologies to improve cognitive functioning and quality of life in elderly adults with and without cognitive impairments. In this paper, we introduce CODA (COgnitive Decline Alert kit), a system intended to keep record of the activities of daily living that also implements straightforward games heavily based on voice assistants that get leverage of such records with two main aims: the first one is to achieve a engaging gaming experience, by means of the introduction of questions related with activities of daily living that have been carried out recently by the elder. The second one is to have a means to evaluate the memory processes of the elder by analyzing their answers to the game questions; these are expected to be a useful source of information about the cognitive decline of the person.
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