Category: User Experience
Older adults learn digital skills by applying age-friendly environments and usability
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Buddy4All is a research project building a bridge between generations to strengthen the social inclusion of seniors and younger adults. Buddy4All provides a novel approach to support older and younger adults, through:
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ByMaker is a web-based game developed at NTNU to raise awareness among children and youth about the importance of balancing all three sustainability pillars, social, economic, and environmental in urban transformations. In the same time the game is showing the children how the city of tomorrow could be and how they can make sustainable changes and decisions.
Read MoreCA19104 Advancing Social Inclusion through Technology and Empowerment (a-STEP)
Category: User Experience
COST Action to enhance social inclusion and empowerment of individuals with ASD and/or ID and their families
Read MoreCAPTAIN: Coach Assistant via Projected and Tangible Interface
Category: Projects
It provides a smart home assistant for older adults, designed to compensate their physical and memory impairments during daily living. It uses technologies as projected augmented reality to project information and instructions on top of the real environment, real-time 3D sensing technologies to comprehend the indoor spaces, deep learning and artificial intelligence to analyse emotional, behavioural and physiological data. The coach will leverage on a motivational engine to promote correct nutrition, physical activity, cognitive and physical training, risk avoidance, and social participation.
Read MoreCARESSES: Culture Aware Robots and Environmental Sensor Systems for Elderly Support
Category: Projects
International project whose goal is to design the first care robots that adapt the way they behave and speak to the culture of the person they assist. By designing robots that are more sensitive to the user's needs, the innovative solution will foster older adults' independence and autonomy, with a greater impact on quality of life.
Read MoreCity4Age: 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.
Read MoreCo-designing an Embodied e-Coach With Older Adults: The Tangible Coach Journey
Category: User Experience
Guidelines for the design of an embodied virtual coach for seniors from the NESTORE H2020 project
Read MoreCategory: Other
The smart platform for monitoring and ensuring individual health with patient participation based on the ontology approach (SPMiHO) is the platform that provides e-health services with preventing risks and confounders based on the individual ontology and smart patterns for timely health correction. This is very important for effective prevention of severe chronic diseases and their consequences, especially in the elderly people. The virtual SPMiHO platform is located on a cloud and includes IoT system that uses 1) various sensors for monitoring the basic parameters to characterize the main indicators of human health, 2) data collection and transmission channels that process based on a variety of information transfer technologies, 3) personal data protection tools, 4) intelligent data collection and processing services, 5) analytical analysis tools, decisions making (making a diagnosis) tools, 6) collecting and processing data on the results of treatment, 7) the messenger for timely informing of the responsible persons.
Read MoreCovid-19 Pandemic and Its Effects on Social Life and Reflections on Spatial Preferences
Category: User Experience
The Covid-19 pandemic, which emerged in Wuhan city of China's Hubei province inDecember 2019, affected the whole world in a short period of 3 months. The Covid19 outbreak, which was declared a pandemic by the World Health Organization as ofMarch 12, 2020; was imposed significant restrictions on the use of open spaces, whichadversely affected the daily life of individuals physically, mentally and socially. Apartfrom the health problems experienced by people, it has also created many spatialchoices and changes. New preferences, where social distance is at the forefront, havestarted new venue organizations along with new requests. Although the changesexperienced with the Covid-19 pandemic may seem negative, they containopportunities that allow change and development. Making people's livingenvironments more functional, remembering the importance of nature and reviewingsocial relations can be evaluated in this context. Looking from history to the present,the Covid-19 pandemic is not the first and will not be the last. For this reason, thestudy aims to investigate the change in the spatial preferences in the society with thepandemic and to create an idea for the next pandemics. In this context, 289 peoplewere reached by using the online survey method and various questions were asked.Various results were obtained and interpreted by performing variance analysis, factoranalysis, correlation analysis, crosstabs test and frequency analysis (P?0.01) on theobtained data. As a result of the study, from the statistical data, it has been observedthat 'people are more oriented to nature' due to the Covid-19 pandemic and that opengreen spaces suitable for social distance are sought in spatial preferences. Thesefindings shed new light on the value of urban nature as resilience infrastructure duringa time of crisis.
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