This paper presents a study of a computer game designed for the elderly, allowing them to train their memory while playing the game. The game supports both a single-player and a multiplayer mode, in which the elderly can play with their friends or family using an embedded video chat application. The main question that is addressed in this paper is how the elderly gamers' experience is influenced by the possibility to communicate directly with the other players. The study presents a comparison of the game experience and appreciation of older users and their (grand)children playing the game together, with or without the video chat application. Most importantly, the study shows that the added value of video chat is not limited to social contact, but that it also provides opportunities for the younger generation to assist the elderly during the game. In conclusion, the paper points out some intergenerational game design implications, and some future research suggestions.
Do you need spells, magic potions or wizard’s knowledge to approach the eHomeCare market in a successful way? The design and development of eHomeCare services consumes a lot of effort, time and money. Needs and value chain aspects of the eHealth(care) market are complex and sometimes unexpected factors arise during the introduction and first use of technology in the homecare setting. Take up ratios of new products and services are furthermore critical in the return on investment curve. Within this chapter we want to elaborate and share the methodology developed within the IBBT eHomeCare projects Coplintho and TranseCare, used to design and develop ICT related products and services in the homecare field. This implies putting user research up front and working with an interdisciplinary team. This chapter does not claim to offer exhaustive and theoretical knowledge on the subject, but it gives an overview of the practical insights we gained during the passed years. Often references are given for further literature study. Feedback on the subject is greatly encouraged and appreciated
Abstract-The ultimate ambient intelligent care room environment would be able to sense the needs and preferences of the patients and nurses and adapt itself accordingly. This implies an emerging demand for the integration and exploitation of heterogeneous information available from different technologies. Nowadays, the nurse is responsible for orchestrating all these technologies, which slows down the adoption rate. In this paper, a context-aware, ambient aware and pervasive framework is proposed that tackles this integration problem by using an ontology. Rules, defined on top of this ontology, implement algorithms to optimize and automate care tasks. To increase the acceptance of the new technology, a user-driven development process is used which involves the stakeholders in every step of the design of the ontology and algorithms. To make the framework adaptable to future needs, a self-learning component is introduced that detects trends in the execution of the Rules and adapts the system accordingly.
In this paper, we describe how we have, thus far, conducted ontology co-creation in institutionalized care settings (i.e., a care residence and a hospital). We describe the goal and procedure of the co-creation workshops that we have already held. Through this paper, we want to start a discussion on ontology co-creation's merits and on appropriate co-creation methods within these settings. In return, we offer what we have learned from our ongoing research.
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