The Use of Assistive Technology to Support the Wellbeing and Independence of People with Memory Impairments

Author(s):  
Claire Huijnen

This chapter presents the research, results and lessons learned from a project to evaluate currently available assisted living technologies for elderly people with mild to severe memory impairments who want to age in place. During the project a number of households were equipped with assistive technology to enable the end users to better cope with the barriers and problems associated with their forgetfulness. End users were involved in different phases, starting with a problem and needs analysis and ending with an evaluation of the technology installed in their homes. It seemed that technology did have a positive impact on their lives as well as on the lives of the informal caregivers who often live with those who suffer from amnesia. This project gives insight into how we are coming closer to optimizing the positive effects which assistive technology holds for the elderly with memory impairments. Key insights are presented.

2014 ◽  
Vol 18 (3) ◽  
pp. 134-141 ◽  
Author(s):  
Stephen F. Winner

Purpose – The purpose of this paper is to share the positive effects pets have on individuals diagnosed with various memory-impairing diseases. Design/methodology/approach – Observations were gathered over a period of approximately 18 years, from 1996 to 2014. These observations, which began in just one Silverado community exclusively for those with memory impairments, have remained consistent over time and are now seen in 33 communities across the USA. Findings – Frequent interaction and access to various pets adds a sense of purpose and life to Silverado residents, each of whom was diagnosed with dementia or other memory impairing diseases. Research limitations/implications – The findings rely on a variety of personal observations from caregivers, doctors, nurses, resident families and community leadership. Practical implications – Including pets in an assisted living community creates an environment filled with life and compassion, which ultimately gives many residents a sense of purpose again. Social implications – The Silverado Pet Philosophy furthers the organization's mission to change the way the world perceives and cares for those with memory impairments. Originality/value – There are limited case studies that outline the positive effects of pets in a memory care community over this length of time.


Technologies ◽  
2019 ◽  
Vol 7 (4) ◽  
pp. 73
Author(s):  
Domingues ◽  
Pinheiro ◽  
Silveira ◽  
Francisco ◽  
Jutai ◽  
...  

Several studies showed positive effects of assistive technologies on psychosocial impact and participation of adults with mobility impairments. The purpose of this study was to assess the psychosocial and participation impact of powered wheelchairs. Participants were thirty persons with disabilities who use powered wheelchairs with diverse medical conditions. The Quebec User Evaluation of Satisfaction with Assistive Technology, the Psychosocial Impact of Assistive Devices Scale and the Activities and Participation Profile Related to Mobility were used, in addition to demographic, clinical and wheelchair related questions. The participants were satisfied with both the assistive technology and related services, with the lowest satisfaction scores belonging to those who had been using their wheelchairs for a longer period of time. We noticed significant restrictions in participation mostly among persons with longer wheelchair utilization. The most satisfied were the ones with better performance in terms of social participation. Psychosocial scores showed a positive impact with higher adaptability among persons who transitioned from a manual compared to those who already had a powered wheelchair. There was a positive psychosocial impact and therefore an increase in quality of life of its users.


2021 ◽  
Vol 27 (1) ◽  
Author(s):  
Adam Przybyłek ◽  
Marta Albecka ◽  
Olga Springer ◽  
Wojciech Kowalski

AbstractIn today’s fast-paced world of rapid technological change, software development teams need to constantly revise their work practices. Not surprisingly, regular reflection on how to become more effective is perceived as one of the most important principles of Agile Software Development. Nevertheless, running an effective and enjoyable retrospective meeting is still a challenge in real environments. As reported by several studies, the Sprint Retrospective is an agile practice most likely to be implemented improperly or sacrificed when teams perform under pressure to deliver. To facilitate the implementation of the practice, some agile coaches have proposed to set up retrospective meetings in the form of retrospective games. However, there has been little research-based evidence to support the positive effects of retrospective games. Our aim is to investigate whether the adoption of retrospective games can improve retrospective meetings in general and lead to positive societal outcomes. In this paper, we report on an Action Research project in which we implemented six retrospective games in six Scrum teams that had experienced common retrospective problems. The received feedback indicates that the approach helped the teams to mitigate many of the “accidental difficulties” pertaining to the Sprint Retrospective, such as lack of structure, dullness, too many complaints, or unequal participation and made the meetings more productive to some degree. Moreover, depending on their individual preferences, different participants perceived different games as having a positive impact on their communication, motivation-and-involvement, and/or creativity, even though there were others, less numerous, who had an opposite view. The advantages and disadvantages of each game as well as eight lessons learned are presented in the paper.


GeroPsych ◽  
2011 ◽  
Vol 24 (2) ◽  
pp. 83-92 ◽  
Author(s):  
Valentina A. Tesky ◽  
Christian Thiel ◽  
Winfried Banzer ◽  
Johannes Pantel

To investigate the effects of leisure activities on cognitive performance of healthy older subjects, an innovative intervention program was developed. Frequent participation in cognitively stimulating activities (i.e., reading, playing chess, or playing music) is associated with reduced risk of dementia. AKTIVA (active cognitive stimulation – prevention in the elderly) is an intervention program designed to enhance cognitive stimulation in everyday life by increasing cognitive stimulating leisure activities. The present study determines the effects of AKTIVA on cognitive function, mood and attitude toward aging in a sample of older participants from the general population. Several measurement instruments were used including the Alzheimer’s Disease Assessment Scale (ADAS-Cog), the Trail-Making Test (TMT), and the Memory Complaint Questionnaire (MAC-Q). Initially, the sample consisted of 307 older persons (170 female, 72 ± 7 years). The intervention was evaluated with a randomized, controlled pre-post follow-up design. Participants were randomly assigned to one of three conditions: AKTIVA intervention (n = 126), AKTIVA intervention plus nutrition and exercise counseling (n = 84), no-intervention control group (n = 97). The AKTIVA intervention consisted of 8 weekly sessions and two booster sessions after a break of 4 months. Participation in the group program resulted in positive effects on cognitive function and attitude toward aging for subassembly groups. Older persons (≥ 75 years) showed enhanced speed of information processing (by TMT Version A) (F = 4.17*, p < .05); younger participants (< 75 years) showed an improvement in subjective memory decline (by MAC-Q) (F = 2.55*, p < .05). Additionally, AKTIVA enhanced the frequency of activities for leisure activities for subassembly groups. The results of this study suggest that the AKTIVA program can be used to increase cognitively stimulating leisure activities in the elderly. Further research is necessary to identify the long-term effects of this intervention particularly with respect to the prevention of dementia.


2021 ◽  
Author(s):  
Saeedeh Fehresti ◽  
Elham Monaghesh

BACKGROUND The COVID-19 outbreak has affected the elderly's physical and mental health. The application of information and communication technology, such as mobile health (m-health), can play a significant role in combating this pandemic by changing the behavior and lifestyle of the elderly during this time of crisis. OBJECTIVE This systematic review aimed to synthesize m-health capabilities in providing health services to the elderly during the COVID-19 pandemic, and to identify the factors associated with the success of these tools. METHODS To find the relevant studies, a search was conducted in PubMed, Web of Science, Scopus, ProQuest, and Google Scholar. The inclusion criteria were: studies in English that used m-health intervention in all aspects of elderly healthcare during the COVID-19 outbreak, published in peer-reviewed journals from 31 December 2019, and had any research design and methodology. Two authors independently took all the steps of this review, and finally performed narrative synthesis to report the findings. RESULTS Our initial search identified 421 studies, of which 10 met the inclusion criteria. The data analysis showed that all the m-health interventions had positive effects on the health of the elderly. The m-health services for the elderly during the current pandemic were used for therapy, information provision, self-help, monitoring, and mental health consultation purposes. The results also indicated that various factors affected the elderly's use of m-health tools. CONCLUSIONS The application of m-health keeps the elderly and healthcare providers safe, accelerates health service provision, reduces the costs of service delivery, and decreases the risk of morbidity and mortality during the COVID-19 outbreak. The successful use of m-health tools for the elderly in health programs during the current crisis greatly depends on supporting the elderly and overcoming the barriers.


2020 ◽  
Vol 44 (5) ◽  
pp. 953-975
Author(s):  
Emna Ben-Abdallah ◽  
Khouloud Boukadi ◽  
Mohamed Hammami ◽  
Mohamed Hedi Karray

PurposeThe purpose of this paper is to analyze cloud reviews according to the end-user context and requirements.Design/methodology/approachpropose a comprehensive knowledge base composed of interconnected Web Ontology Language, namely, modular ontology for cloud service opinion analysis (SOPA). The SOPA knowledge base will be the basis of context-aware cloud service analysis using consumers' reviews. Moreover, the authors provide a framework to evaluate cloud services based on consumers' reviews opinions.FindingsThe findings show that there is a positive impact of personalizing the cloud service analysis by considering the reviewers' contexts in the performance of the framework. The authors also proved that the SOPA-based framework outperforms the available cloud review sites in term of precision, recall and F-measure.Research limitations/implicationsLimited information has been provided in the semantic web literature about the relationships between the different domains and the details on how that can be used to evaluate cloud service through consumer reviews and latent opinions. Furthermore, existing approaches are lacking lightweight and modular mechanisms which can be utilized to effectively exploit information existing in social media.Practical implicationsThe SOPA-based framework facilitates the opinion based service evaluation through a large number of consumer's reviews and assists the end-users in analyzing services as per their requirements and their own context.Originality/valueThe SOPA ontology is capable of representing the content of a product/service as well as its related opinions, which are extracted from the customer's reviews written in a specific context. Furthermore, the SOPA-based framework facilitates the opinion based service evaluation through a large number of consumer's reviews and assists the end-users in analyzing services as per their requirements and their own context.


2021 ◽  
pp. 016264342198997
Author(s):  
Sojung Jung ◽  
Ciara Ousley ◽  
David McNaughton ◽  
Pamela Wolfe

In this meta-analytic review, we investigated the effects of technology supports on the acquisition of shopping skills for students with intellectual and developmental disabilities (IDD) between the ages of 5 and 24. Nineteen single-case experimental research studies, presented in 15 research articles, met the current study’s inclusion criteria and the What Works Clearinghouse (WWC) standards. An analysis of potential moderators was conducted, and we calculated effect sizes using Tau-U to examine the impact of age, diagnosis, and type of technology on the reported outcomes for the 56 participants. The results from the included studies provide evidence that a wide range of technology interventions had a positive impact on shopping performance. These positive effects were seen for individuals across a wide range of ages and disability types, and for a wide variety of shopping skills. The strongest effect sizes were observed for technologies that provided visual supports rather than just auditory support. We provide an interpretation of the findings, implications of the results, and recommended areas for future research.


Author(s):  
Silvia Faccioli ◽  
Francesco Lombardi ◽  
Pierantonio Bellini ◽  
Stefania Costi ◽  
Silvia Sassi ◽  
...  

The COVID-19 emergency has imposed distanced education and has interrupted most rehabilitation services. Adolescents with disabilities have been isolated, and the burden on their families has been exacerbated. A cross-sectional survey was administered to adolescents with disability and to parents of disabled children to describe their experience during lockdown and their concerns or expectations about rehabilitation. A sample of 53 adolescents and 239 parents completed the survey. Adolescents were ages 13–18 years old (45.3% female). Most parents were between 35 and 55 years old (84.9% female). While 53.6% of the parents reported no positive effects of the lockdown, 92.5% of the adolescents expressed favorable consequences. The increased time spent with family members was judged positively by 27.2% of parents and by 64.2% of adolescents. Concern for their child’s disability was expressed by 47.3% of parents, while 73.6% of adolescents expressed concerns regarding the ban on meeting friends. In both groups, anxiety symptoms were correlated with the fear of contracting COVID-19 and with financial problems. Parents would have liked even more remote support from school and healthcare professionals, which was available for most participants. Thus, socioeconomic support, assistive technology and telerehabilitation strategies might help families with disabilities during a lockdown.


Author(s):  
Xinxin Sun ◽  
Wenkui Jin

AbstractRehabilitation robots are becoming an important means of assisted living for the elderly, and the appearance of rehabilitation robots directly affects the willingness of the elderly to interact with the robots. Much of the current research on robot appearance preferences relies solely on subjective evaluations, which are relatively cheap, but do not reach deep into the brain to get an accurate grasp of how humans respond to robot appearance. Using electroencephalogram signal and questionnaire survey, we studied the preference of the elderly for abstract and figurative robots. The experimental materials are derived from the pictures of 10 robots in the market. The electroencephalogram signal are collected by BrainVision Recorder and processed by BrainVision Analyzer, as well as SPSS statistical analysis. Experiment shows that the peak of figurative robot pictures is higher and the fluctuation is more intense from 350 ms to 600 ms in the central region and the right half of parietal region. While the peak of abstract robot pictures is higher and the fluctuation is more intense in the prefrontal region, and the difference between abstract robot and figurative robot is not obvious in the occipital region. Based on the electroencephalogram signal and experimental results, it provides the possibility for objective preference evaluation of the elderly to the robot designed features.


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