Successful management of health conditions in older population is determined by strategic involvement of a professional team of careers and by empowering patients and their caregivers to take over a central role and responsibility in the daily management of condition. Identifying, structuring and ranking the most important needs related to these aspects could pave the way for improved strategies in designing systems and technological solutions supporting user empowerment. This paper presents the preliminary results of a study aiming to elicit these needs. Healthcare professionals, working together in the European and Innovation Partnership on Active and Healthy Ageing (EIP-AHA) initiative, have defined a set of needs and factors that have been organized in two hierarchies around the concepts of patient activation and proactive and prepared care team, defined in the Chronic Care Model. The two hierarchies have been mapped, by a team of experts in computer science, with technologies and solutions that could facilitate the achievement of the identified needs.
Motivated by the aging trend, much effort is being invested into implementing ICT (Information and Communications Technology)-enabled systems to provide a better quality of life and support the independent living of older people. As a result, many systems, often labeled as eHealth or AAL (Ambient/Active Assisted Living), were developed over the years. In creating such systems, which very often serve various needs, different architectures have emerged. This work focuses on analyzing and comparing the work and architectures from seven (six of which are in progress) EU-funded healthcare projects, with a total budget of 126MEUR in which we participate. After establishing the theoretical foundation by defining core concepts, we give a brief background on architectures in eHealth and AAL. We elaborate on the chosen analysis method based on three established healthcare and AAL taxonomies we identified by performing a literature survey and the selected Reference Architecture Model (RAM). Since there is no standard way of describing architectures in the eHealth and AAL domain, we conducted the online survey during August and September 2020 and identified CREATE-IoT 3D RAM as the most appropriate option. We present a classification of selected projects based on established taxonomies and map projects’ architectures to CREATE-IoT 3D RAM, which we also propose as standard RAM for future digital healthcare and AAL projects. During our analysis, we identify the most common types of assistance: communication support, reminders, monitoring, and guidance to address health and communication issues. We conclude that proper ecosystems are critical for lowering entry barriers and facilitating sustainable solutions for smart and healthy living.
The constructivist approach is interested in creating knowledge through active engagement and encourages students to build their knowledge from their experiences in the world. Learning through digital game making is a constructivist approach that allows students to learn by developing their own games, enhancing problem-solving skills and fostering creativity. In this context two tools, Create@School App and the Project Management Dashboard (PMD), were developed to enable students from different countries to be able to adapt their learning material by programming and designing games for their academic subjects, therefore integrating the game mechanics, dynamics, and aesthetics into the academic curriculum. This paper focuses on presenting the validation context as well as the evaluation of these tools. The Hassenzahl model and AttrakDiff survey were used for measuring users’ experience and satisfaction, and for understanding emotional responses, thus providing information that enables testing of the acceptability and usability of the developed apps. After two years of usage of code-making apps (i.e., Create@School and its pre-design version Pocket Code), the pupils processed knowledge from their academic subjects spontaneously as game-based embedded knowledge. The students demonstrated creativity, a practical approach, and enthusiasm regarding making games focused on academic content that led them to learning, using mobile devices, sensors, images, and contextual information. This approach was widely accepted by students and teachers as part of their everyday class routines.
Internet of Things (IoT) technologies are already playing an important role in our daily activities as we use them and rely on them to increase our abilities, connectivity, productivity and quality of life. However, there are still obstacles to achieving a unique interface able to transfer full control to users given the diversity of protocols, properties and specifications in the varied IoT ecosystem. Particularly for the case of home automation systems, there is a high degree of fragmentation that limits interoperability, increasing the complexity and costs of developments and holding back their real potential of positively impacting users. In this article, we propose implementing W3C’s Web of Things Standard supported by home automation ontologies, such as SAREF and UniversAAL, to deploy the Living Lab Gateway that allows users to consume all IoT devices from a smart home, including those physically wired and using KNX® technology. This work, developed under the framework of the EC funded Plan4Act project, includes relevant features such as security, authentication and authorization provision, dynamic configuration and injection of devices, and devices abstraction and mapping into ontologies. Its deployment is explained in two scenarios to show the achieved technology’s degree of integration, the code simplicity for developers and the system’s scalability: one consisted of external hardware interfacing with the smart home, and the other of the injection of a new sensing device. A test was executed providing metrics that indicate that the Living Lab Gateway is competitive in terms of response performance.
IntroductionHigh levels of adoption and usage for the COVID Tracing Apps (CTA) among the population is a stipulated prerequisite for success of the implementation of these apps, aiming to mitigate the pandemic and track spreading of the virus more efficient and effectively. In the current study, the main objective was to investigate individuals' preferences in the intention to download a COVID-19 tracing app in a pilot-study in both the Netherlands and Turkey.MethodsWe conducted a discrete choice experimental study through an online survey in two countries (the Netherlands [N = 62] and Turkey [N = 83]), with four different attributes: (1) data protection (data protection vs. no information), (2) manufacturer (government vs. company), (3) reward (no reward vs. voucher as a reward) and (4) gaming (no gaming elements vs. gaming elements). Participants were recruited among a student population.ResultsThe results showed that data protection is one of the most important factors that significantly increases the probability to adopt a CTA. In general, the manufacturer, reward or gaming affected the probability to download the CTA less.DiscussionsHealth authorities worldwide have generally released high quality CTA, although scientific studies assessing the most important factors that describe and predict the intention to download is limited. Sensitive personal data is collected through these apps, and may potentially threaten privacy, equality and fairness, which are important attributes to take into account when developing or launching a CTA, following the results of this study.
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