Analysis Responses

Certified smart and integrated living environments for ageing well

Category: Taxonomies

Working taxonomy KPI Framework for Smart age friendly living environments

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City4Age: Elderly-friendly City services for active and healthy ageing

Category: Projects

City4Age will activate urban Communities to facilitate the role of social/health services and of families in dealing with mild cognitive impairments and frailty in the elderly population. The challenge is to demonstrate that Citiesplay a pivotal role in the unobtrusive collection of more data on individual behaviours, and with increased frequency. This can then greatly improve the early detection of risks through the timely analysis of changes in these behaviours and, finally, the design of effective interventions for countering these risks.

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ELSA: English Longitudinal Study of Ageing

Category: Data Sets

The English Longitudinal Study of Ageing (ELSA) collects data from people aged over 50 to understand all aspects of ageing in England. More than 18,000 people have taken part in the study since it started in 2002, with the same people re-interviewed every two years. ELSA collects information on people's physical and mental health, wellbeing, finances and attitudes around ageing and how these change over time.

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ESSENSE - Higher education programme on building information modelling towards the development of smart environments for seniors, http://essense-project.eu/

Category: User Experience

ESSENSE consists of a transdisciplinary Strategic Partnership, bringing together higher education institutions, Vocational Education and Training (VET) institutions, business associations and representatives of social enterprises. Each bringing different expertise related to BIM, project management, Information and Communication Technologies as well as Smart Housing and Ambient Assisted Living, where collaboration will be reinforced on problems as important as the ageing population.

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How does a (smart) age-friendly ecosystem look in a post-pandemic society?

Category: User Experience

Journal paper: Abstract: COVID-19 has impacted not only the health of citizens, but also the various factors that make up our society, living environments, and ecosystems. This pandemic has shown that future living will need to be agile and flexible to adapt to the various changes in needs of societal populations. Digital technology has played an integral role during COVID-19, assisting various sectors of the community, and demonstrating that smart cities can provide opportunities to respond to many future societal challenges. In the decades ahead, the rise in aging populations will be one of these challenges, and one in which the needs and requirements between demographic cohorts will vary greatly. Although we need to create future smart age-friendly ecosystems to meet these needs, technology still does not feature in the WHO eight domains of an age-friendly city. This paper extends upon Marston and van Hoof's ?mart Age-friendly Ecosystem' (SAfE) framework, and explores how digital technology, design hacking, and research approaches can be used to understand a smart age-friendly ecosystem in a post-pandemic society. By exploring a series of case studies and using real-life scenarios from the standpoint of COVID-19, we propose the ?oncept of Age-friendly Smart Ecologies (CASE)' framework. We provide an insight into a myriad of contemporary multi-disciplinary research, which are capable to initiate discussions and bring various actors together with a positive impact on future planning and development of age-friendly ecosystems. The strengths and limitations of this framework are outlined, with advantages evident in the opportunity for towns, regions/counties, provinces, and states to take an agile approach and work together in adopting and implement improvements for the greater benefits of residents and citizens.

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Intelligent lighting system for comfortable living of the older people

Category: Projects

This research deals with the IoT-system development, that based on lighting and thermal comfortable parameters for improving the comfortable living of the older people. Also the second task of the IoT-system is avoiding and predicting instant decreasing of health level for older people based on data photoplethysmogram.IoT system uses the fuzzy knowledge base on the edge level for decreasing the computational complicity. For knowledge base development on cloud level the deep learning, clustering and fuzzy logic methods were used.

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Learning from COVID-19: Design, Age-friendly Technology, Hacking and Mental Models

Category: User Experience

Journal paper: Abstract: In March 2020 the United Nations published an open brief for the creative community to propose interventions to the unfolding COVID-19 pandemic. However, when faced with unprecedented wicked problems such as these, the rigour of design and creative processes can tested. COVID-19 has demonstrated how important human centred design responses are in understanding the worldviews and ecosystems of users. Ad hoc design responses or design hacks have demonstrated that they have a role to play in how we create our future individual, community and societal ecosystems. In terms of age friendly design, this pandemic makes us envision what should be, furthermore, how we could create better products and services through technology. For our ageing communities ?ocooning' and other social restriction measures have exposed technological deficiencies for the needs of older people and opens up questions of our future preparedness for a growing ageing society. Now more than ever, designers need to understand the behavioural mind-set of older people in their own ecosystem and understand existing mental models. In this opinion piece we posit what acts of design hacking can lead us to greater understanding of users mental models and therefore better understanding of technology needs for both older and younger adults. While presenting various examples of how design hacking is conducted by citizens and participants alike, it shows that it offers designers differing perspectives, experiences and inspiration for technology.

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Learning modules Hands-on SHAFE BUILT

Category: User Experience

To learn to build inclusive environments we developed 7 online modules, including (among others) age-friendly house, dementia-friendly house, mobility outdoors.

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Livsglede for Eldre

Category: User Experience

This is a program that aims to improve the quality of life for older adults in nursing homes and assisted living facilities, by providing social activities, entertainment, and companionship

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Making Healthy Places

Category: User Experience

This project looks at such convergences and divergences within a particularly instrumental environment - the barriers and opportunities that present to built environment practitioners when making healthy places.

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