Companion Publication of the 2019 on Designing Interactive Systems Conference 2019 Companion 2019
DOI: 10.1145/3301019.3325153
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Development of an ICT-based Training System for People with Dementia

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Cited by 7 publications
(3 citation statements)
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“…However, when the client touched what looked and felt like a tennis racket, they were able to stand up and play Wii Tennis because they were prompted with a personally meaningful embodied cue. This finding implies the potential of including embodied cues in virtual environments (as in [63]), but specifically to facilitate exercise and movement for people with dementia and mild cognitive impairment (as in [33,77,123,124,126]). This finding also points to the potential for designing Internet of Things environments, providing embodied cues through a sense of touch with familiar objects that are interconnected with technical environments for use by people with dementia.…”
Section: Interacting With Technology Using the Sensesmentioning
confidence: 83%
See 1 more Smart Citation
“…However, when the client touched what looked and felt like a tennis racket, they were able to stand up and play Wii Tennis because they were prompted with a personally meaningful embodied cue. This finding implies the potential of including embodied cues in virtual environments (as in [63]), but specifically to facilitate exercise and movement for people with dementia and mild cognitive impairment (as in [33,77,123,124,126]). This finding also points to the potential for designing Internet of Things environments, providing embodied cues through a sense of touch with familiar objects that are interconnected with technical environments for use by people with dementia.…”
Section: Interacting With Technology Using the Sensesmentioning
confidence: 83%
“…MemHolo, a mixed reality system, was developed as a cognitive training tool to practice short term and spatial memory for people with Alzheimer's disease [8]. One project, MobiAssist, targets both physical and cognitive capabilities of people with dementia through exergames [123][124][125][126]. Virtual reality has been used as a cognitive training tool for people with mild cognitive impairments to simulate typical daily activities [129].…”
Section: Technologies To Provide Cognitive Assistancementioning
confidence: 99%
“…We chose a playful task (a storytelling game) to empirically evaluate the extent to which a robot's physical embodiment may cause humans to attribute creative agency to a robot. The Story Cubes game offers a means to further assess the display of creativity in robots considering the applicability of this setup as entertainment and for the development of cognitive skills, spacial memory, decision making, and collaborative skills (Wu et al, 2012;Unbehaun et al, 2019).…”
Section: Discussionmentioning
confidence: 99%