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1.
Sensors (Basel) ; 24(16)2024 Aug 09.
Artigo em Inglês | MEDLINE | ID: mdl-39204851

RESUMO

The impact of global population aging on older adults' health and emotional well-being is examined in this study, emphasizing innovative technological solutions to address their diverse needs. Changes in physical and mental functions due to aging, along with emotional challenges that necessitate attention, are highlighted. Gaze estimation and interactive art are utilized to develop an interactive system tailored for elderly users, where interaction is simplified through eye movements to reduce technological barriers and provide a soothing art experience. By employing multi-sensory stimulation, the system aims to evoke positive emotions and facilitate meaningful activities, promoting active aging. Named "Natural Rhythm through Eyes", it allows for users to interact with nature-themed environments via eye movements. User feedback via questionnaires and expert interviews was collected during public demonstrations in elderly settings to validate the system's effectiveness in providing usability, pleasure, and interactive experience for the elderly. Key findings include the following: (1) Enhanced usability of the gaze estimation interface for elderly users. (2) Increased enjoyment and engagement through nature-themed interactive art. (3) Positive influence on active aging through the integration of gaze estimation and interactive art. These findings underscore technology's potential to enhance well-being and quality of life for older adults navigating aging challenges.


Assuntos
Qualidade de Vida , Humanos , Idoso , Feminino , Masculino , Movimentos Oculares/fisiologia , Envelhecimento/fisiologia , Interface Usuário-Computador , Idoso de 80 Anos ou mais , Emoções/fisiologia , Inquéritos e Questionários , Fixação Ocular/fisiologia , Arte
2.
Sensors (Basel) ; 20(9)2020 Apr 30.
Artigo em Inglês | MEDLINE | ID: mdl-32365971

RESUMO

The correct implementation and behavior of Internet of Things (IoT) applications are seldom investigated in the literature. This paper shows how the simulation mechanism can be integrated well into an IoT application development platform for correct implementation and behavior investigation. We use an IoT application development platform called IoTtalk as an example to describe how the simulation mechanism called SimTalk can be built into this IoT platform. We first elaborate on how to implement the simulator for an input IoT device (a sensor). Then we describe how an output IoT device (an actuator) can be simulated by an animated simulator. We use a smart farm application to show how the simulated sensors are used for correct implementation. We use applications including interactive art (skeleton art and water dance) and the pendulum physics experiment as examples to illustrate how IoT application behavior investigation can be achieved in SimTalk. As the main outcome of this paper, the SimTalk simulation codes can be directly reused for real IoT applications. Furthermore, SimTalk is integrated well with an IoT application verification tool in order to formally verify the IoT application configuration. Such features have not been found in any IoT simulators in the world.

3.
Disabil Rehabil Assist Technol ; 13(1): 87-94, 2018 01.
Artigo em Inglês | MEDLINE | ID: mdl-28287047

RESUMO

The goal of this study was (1) to determine whether and how nursing home residents with dementia respond to the interactive art installation in general and (2) to identify whether responses change when the content type and, therefore, the nature of the interaction with the artwork changes. The interactive art installation 'VENSTER' evokes responses in nursing home residents with dementia, illustrating the potential of interactive artworks in the nursing home environment. Frequently observed responses were naming, recognizing or asking questions about depicted content and how the installation worked, physically gesturing towards or tapping on the screen and tapping or singing along to the music. It seemed content matters a lot. When VENSTER is to be used in routine care, the choice of a type of content is critical to the intended experience/usage in practice. In this study, recognition seemed to trigger memory and (in most cases) a verbal reaction, while indistinctness led to asking for more information. When (initially) coached by a care provider, residents actively engaged physically with the screen. Responses differed between content types, which makes it important to further explore different types of content and content as an interface to provide meaningful experiences for nursing home residents. Implications for rehabilitation VENSTER can facilitate different types of responses ranging from verbal reactions to active physical engagement. The choice of a type of content is critical to the intended experience/usage in practice. Activating content seems suitable for use as a meaningful experience during the spare time in between existing activities or therapy. Sessions with interactive content are short (avg. 30 mins) and intense and can therefore potentially be used as an activating therapy, activity or exercise. In order to actively engage residents with dementia, the role of the care provider seems very important.


Assuntos
Arteterapia/métodos , Demência/reabilitação , Instituição de Longa Permanência para Idosos , Casas de Saúde , Idoso , Idoso de 80 Anos ou mais , Feminino , Humanos , Masculino , Projetos Piloto
4.
Artif Life ; 21(3): 271-84, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-26280067

RESUMO

This article describes the development of several interactive installations and robotic artworks developed through the 1990s and the technological, theoretical, and discursive context in which those works arose. The main works discussed are Petit Mal (1989-1995), Sympathetic Sentience (1996-1997), Fugitive I (1996-1997), Traces (1998-1999), and Fugitive II (2001-2004)-full documentation at ( www.simonpenny.net/works ). These works were motivated by a critical analysis of cognitivist computer science, which contrasted with notions of embodied experience arising from the arts. The works address questions of agency and interaction, informed by cybernetics and artificial life.

5.
Artif Life ; 21(3): 313-9, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-26280072

RESUMO

We introduce three of our interactive artworks that translate text into artificial creatures or creatures into text by means of user interaction. These installations make use of experimental literature, media archaeology, surrealism, artificial life, and algorithmic methods.

6.
NeuroRehabilitation ; 33(3): 481-90, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-23949079

RESUMO

BACKGROUND: Interactive arts technologies, designed to augment the acute neurorehabilitation provided by expert therapists, may overcome existing barriers of access for patients with low motor and cognitive function. OBJECTIVES: Develop an application prototype to present movement feedback interactively and creatively. Evaluate feasibility of use within acute neurorehabilitation. METHODS: Record demographics and Functional Independent Measure™ scores among inpatients who used the technology during physical, occupational or recreational therapy. Record exercises performed with the technology, longest exercise duration performed (calculated from sensor data), user feedback, and therapist responses to a validated technology assessment questionnaire. RESULTS: Inpatients (n = 21) between the ages of 19 and 86 (mean 57 ± 18; 12 male/9 female) receiving treatment for motor deficits associated with neuropathology used the application in conjunction with occupational, recreational, or physical therapy during 1 to 7 sessions. Patients classified on the Functional Independence Measure™ as requiring 75%+ assistance for cognitive and motor function were able to use the interactive application. CONCLUSIONS: Customized interactive arts applications are appropriate for further study as a therapeutic modality. In addition to providing interactivity to individuals with low motor function, interactive arts applications might serve to augment activity-based medicine among inpatients with low problem-solving and memory function.


Assuntos
Biorretroalimentação Psicológica/métodos , Lesões Encefálicas/reabilitação , Terapias Sensoriais através das Artes/métodos , Adulto , Idoso , Idoso de 80 Anos ou mais , Estudos de Viabilidade , Feminino , Humanos , Pacientes Internados , Masculino , Pessoa de Meia-Idade , Terapia Ocupacional , Estimulação Luminosa , Terapia Recreacional , Reprodutibilidade dos Testes , Resultado do Tratamento , Adulto Jovem
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