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1.
JMIR Serious Games ; 8(2): e14182, 2020 Apr 01.
Artigo em Inglês | MEDLINE | ID: mdl-32234703

RESUMO

BACKGROUND: Many societies are facing demographic changes that challenge the viability of health and welfare systems. Serious games for health care and ambient assisted living (AAL) offer health benefits and support for older adults and may mitigate some of the negative effects of the demographic shift. OBJECTIVE: This study aimed to examine the acceptance of serious games to promote physical health in AAL environments. Since AAL environments are designed specifically to support independent living in older adults, we studied the relationship among age and user diversity, performance in the game, and overall usability and acceptance evaluation. METHODS: We developed a motion-based serious exercise game for prototypical AAL environments. In two evaluations, outside (n=71) and within (n=64) the AAL environment, we investigated the influence of age, gender, self-efficacy in interacting with technology, need for achievement on performance, effect of the game, usability evaluation of the game, and overall acceptance. RESULTS: Both games were evaluated as easy to use and fun to play. Both game interventions had a strong pain-mitigating effect in older adults (game 1: -55%, P=.002; game 2: -66%, P=.01). CONCLUSIONS: Serious exercise games outside and inside AAL environments can contribute to individuals' health and well-being and to the stability of health care systems.

2.
Sensors (Basel) ; 18(9)2018 Sep 18.
Artigo em Inglês | MEDLINE | ID: mdl-30231565

RESUMO

Interactive textiles are reaching maturity. First technology augmented textiles in form of clothes and furnitures are becoming commercially available. In contrast to the close link between technological development and innovations, future users' acceptance and usage of such interactive textiles has not been integrated sufficiently, yet. The current study investigates future users' consumer behavior and acceptance of interactive textiles using a scenario-based conjoint analysis study, which was presented in an online questionnaire ( n = 324 ). Two prototypical interactive textiles were focused on: a smart jacket and a smart armchair. To assess the textile products, the participants had to choose the preferred product alternative consisting each of the acceptance-relevant factors "connectivity", "input modality", "feature range", "usability", and "ease of cleaning"and their respective levels. The results revealed that the "ease of cleaning" is the most important decision criterion for both textile devices (even more important for the smart jacket), followed by "feature range", "connectivity", and "usability". In contrast, the "input modality" is perceived as least important. The study also identified user profiles based on the projected consumer behavior ("adopters", "rejecters", and "undecided") for both products. Besides the differences in product evaluation and projected consumer behavior, the user groups are significantly influenced by the individual affinity to textiles (both products) and gender (smart jacket). The findings are used to derive design and communication guidelines referring to interactive textiles in order to incorporate users' needs, wishes, and requirements into future products.


Assuntos
Comportamento do Consumidor , Têxteis , Previsões , Humanos , Internet , Inquéritos e Questionários
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