Aging https://philipp-brauner.de/ en Wind of change? Attitudes towards aging and use of medical technology https://philipp-brauner.de/node/80 <span class="field field--name-title field--type-string field--label-hidden">Wind of change? Attitudes towards aging and use of medical technology</span> <span class="field field--name-uid field--type-entity-reference field--label-hidden"><span lang="" about="/user/1" typeof="schema:Person" property="schema:name" datatype="">philipp</span></span> <span class="field field--name-created field--type-created field--label-hidden">Thu, 08/20/2020 - 18:43</span> <div class="field field--name-field-preview field--type-image field--label-hidden field__item"> <img src="/sites/default/files/styles/paperpreview/public/2020-08-20/Bildschirmfoto%202020-08-20%20um%2018.42.55.png?itok=CnXNZlGM" width="250" height="360" alt="" typeof="foaf:Image" class="image-style-paperpreview" /> </div> <div class="field field--name-field-abstract field--type-string-long field--label-inline clearfix"> <div class="field__label">Abstract</div> <div class="field__item">Shifts in demographic developments have led to changed needs and requirements in healthcare. Rising life expectancy and improved medical healthcare enable a more independent and healthier lifestyle of (older) persons, but also changes expectations and perceptions of aging, and health-supporting technologies. Knowledge about attitudes towards aging, medical assistive technologies, and impacting user factors (especially age and health status) is limited with regard to a broad sample of participants. In the present study (N=585), we therefore examined in an online-survey current attitudes towards aging and quality of life in older age, as well as perceptions and acceptance of health-supporting technologies, taking age and health status as user factors into account. Results revealed significant effects of age and health condition on the perception of life quality in older age. In addition, positive perceptions of aging, technology acceptance, as well as benefits and barriers were signific antly influenced by the respondents’ age. In contrast, health status significantly affected the negative perceptions of aging. Under impacts of age and health condition as user factors, results of the study allow a deeper understanding of changing patterns of perceived aging and prevailing opinions regarding acceptance of medical technology.</div> </div> <div class="field field--name-field-signature field--type-string-long field--label-hidden field__item">Wilkowska, W., Offermannvan Heek, J., Brauner, P., Ziefle, M.: Wind of change? Attitudes towards aging and use of medical technology. In: ICT4AWE 2019 - Proceedings of the 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health (2019).</div> <div class="field field--name-field-doi field--type-link field--label-inline clearfix"> <div class="field__label">DOI</div> <div class="field__item"><a href="https://doi.org/10.5220/0007693000800091" target="_blank">https://doi.org/10.5220/0007693000800091</a></div> </div> <div class="field field--name-field-tags field--type-entity-reference field--label-above clearfix"> <h3 class="field__label">Tags</h3> <ul class="links field__items"> <li><a href="/taxonomy/term/10" hreflang="en">Aging</a></li> <li><a href="/taxonomy/term/47" hreflang="en">Medical Assistive Technology</a></li> <li><a href="/taxonomy/term/9" hreflang="en">Technology Acceptance</a></li> </ul> </div> <div class="field field--name-field-pubimages field--type-image field--label-above"> <div class="field__label">Figures and Tables (selection):</div> <div class="field__items"> <div class="field__item"> <a href="https://philipp-brauner.de/sites/default/files/2020-08/Bildschirmfoto%202020-08-20%20um%2018.45.04.png" title="Figure 1: Research design of the present study (MT = med- ical technology)." data-colorbox-gallery="gallery-publication-80-T1sPoa5bel0" class="colorbox" data-cbox-img-attrs="{&quot;alt&quot;:&quot;Figure 1: Research design of the present study (MT = med- ical technology).&quot;}"><img src="/sites/default/files/styles/medium/public/2020-08/Bildschirmfoto%202020-08-20%20um%2018.45.04.png?itok=HDg3vugA" width="220" height="165" alt="Figure 1: Research design of the present study (MT = med- ical technology)." typeof="foaf:Image" class="image-style-medium" /> </a> </div> </div> </div> Thu, 20 Aug 2020 16:43:22 +0000 philipp 80 at https://philipp-brauner.de Serious Games for Cognitive Training in Ambient Assisted Living Environments – A Technology Acceptance Perspective https://philipp-brauner.de/node/43 <span class="field field--name-title field--type-string field--label-hidden">Serious Games for Cognitive Training in Ambient Assisted Living Environments – A Technology Acceptance Perspective</span> <span class="field field--name-uid field--type-entity-reference field--label-hidden"><span lang="" about="/user/1" typeof="schema:Person" property="schema:name" datatype="">philipp</span></span> <span class="field field--name-created field--type-created field--label-hidden">Tue, 08/18/2020 - 12:02</span> <div class="field field--name-field-preview field--type-image field--label-hidden field__item"> <img src="/sites/default/files/styles/paperpreview/public/2020-08-18/Bildschirmfoto%202020-08-18%20um%2012.03.51.png?itok=UfbMkmqK" width="250" height="360" alt="" typeof="foaf:Image" class="image-style-paperpreview" /> </div> <div class="field field--name-field-abstract field--type-string-long field--label-inline clearfix"> <div class="field__label">Abstract</div> <div class="field__item">Two technology trends address the rising costs of healthcare systems in aging societies: Serious Games for Healthcare and Ambient Assisted Living Environments. Surprisingly, these concepts are rarely combined and the users’ perception and use of Serious Games in Ambient Assisted Living environments is insufficiently understood. We present the evaluation of a serious game for stimulating cognitive abilities for elderly with regard to technology acceptance (based on the UTAUT2 model), performance and preference for an interaction device (tablet, table, wall). The results suggest that acceptance of serious games is independent of gender, technical expertise, gaming habits, and only weakly influenced by age. Determinants for acceptance are perceived fun and the feeling that the users can make playing the game a habit. Performance within the game is explained by age and previous gaming experience. All investigated interaction devices were rated as useful and easy to learn, although the wall-sized display had lower approval levels. The article concludes with guidelines for successfully introducing serious games for healthcare to residents in ambient assisted living environments.</div> </div> <div class="field field--name-field-signature field--type-string-long field--label-hidden field__item">Wittland, J., Brauner, P., Ziefle, M.: Serious Games for Cognitive Training in Ambient Assisted Living Environments – A Technology Acceptance Perspective. In: Abascal, J., Barbosa, S., Fetter, M., Gross, T., Palanque, P., and Winckler, M. (eds.) Proceedings of the 15th INTERACT 2015 Conference, LNCS Volume 9296. pp. 453–471. Springer International Publishing (2015). https://doi.org/10.1007/978-3-319-22701-6_34.</div> <div class="field field--name-field-doi field--type-link field--label-inline clearfix"> <div class="field__label">DOI</div> <div class="field__item"><a href="https://doi.org/10.1007/978-3-319-22701-6_34" target="_blank">https://doi.org/10.1007/978-3-319-22701-6_34</a></div> </div> <div class="field field--name-field-tags field--type-entity-reference field--label-above clearfix"> <h3 class="field__label">Tags</h3> <ul class="links field__items"> <li><a href="/taxonomy/term/9" hreflang="en">Technology Acceptance</a></li> <li><a href="/taxonomy/term/10" hreflang="en">Aging</a></li> <li><a href="/taxonomy/term/4" hreflang="en">Serious Games</a></li> <li><a href="/taxonomy/term/31" hreflang="en">User Modelling</a></li> </ul> </div> <div class="field field--name-field-ref-to-project field--type-entity-reference field--label-above"> <div class="field__label">Related Project(s):</div> <div class="field__items"> <div class="field__item"><a href="/node/9" hreflang="en">Serious Games for Healthcare and Ambient Assisted Living Environments</a></div> </div> </div> <div class="field field--name-field-pubimages field--type-image field--label-above"> <div class="field__label">Figures and Tables (selection):</div> <div class="field__items"> <div class="field__item"> <a href="https://philipp-brauner.de/sites/default/files/2020-08/Bildschirmfoto%202020-08-18%20um%2012.04.37.png" title="Stages of the iterative development of Cook It Right: Storyboard of the basic game interactions (left), interactive paper prototype (center), game’s functional prototype (right)" data-colorbox-gallery="gallery-publication-43-JAppxqj5DfM" class="colorbox" data-cbox-img-attrs="{&quot;alt&quot;:&quot;Stages of the iterative development of Cook It Right: Storyboard of the basic game interactions (left), interactive paper prototype (center), game’s functional prototype (right)&quot;}"><img src="/sites/default/files/styles/medium/public/2020-08/Bildschirmfoto%202020-08-18%20um%2012.04.37.png?itok=xbDYQWGe" width="220" height="73" alt="Stages of the iterative development of Cook It Right: Storyboard of the basic game interactions (left), interactive paper prototype (center), game’s functional prototype (right)" typeof="foaf:Image" class="image-style-medium" /> </a> </div> <div class="field__item"> <a href="https://philipp-brauner.de/sites/default/files/2020-08/Bildschirmfoto%202020-08-18%20um%2012.05.09.png" title="Fig. 2. Cook It Right on the wall-sized multitouch display (left) and on the table (right)." data-colorbox-gallery="gallery-publication-43-JAppxqj5DfM" class="colorbox" data-cbox-img-attrs="{&quot;alt&quot;:&quot;Fig. 2. Cook It Right on the wall-sized multitouch display (left) and on the table (right).&quot;}"><img src="/sites/default/files/styles/medium/public/2020-08/Bildschirmfoto%202020-08-18%20um%2012.05.09.png?itok=T4kt6MzJ" width="220" height="88" alt="Fig. 2. Cook It Right on the wall-sized multitouch display (left) and on the table (right)." typeof="foaf:Image" class="image-style-medium" /> </a> </div> </div> </div> Tue, 18 Aug 2020 10:02:08 +0000 philipp 43 at https://philipp-brauner.de Ubiquitous Computing at its Best: Serious Exercise Games for Older Adults in Ambient Assisted Living Environments – A Technology Acceptance Perspective https://philipp-brauner.de/node/34 <span class="field field--name-title field--type-string field--label-hidden">Ubiquitous Computing at its Best: Serious Exercise Games for Older Adults in Ambient Assisted Living Environments – A Technology Acceptance Perspective</span> <span class="field field--name-uid field--type-entity-reference field--label-hidden"><span lang="" about="/user/1" typeof="schema:Person" property="schema:name" datatype="">philipp</span></span> <span class="field field--name-created field--type-created field--label-hidden">Mon, 08/17/2020 - 14:49</span> <div class="field field--name-field-preview field--type-image field--label-hidden field__item"> <img src="/sites/default/files/styles/paperpreview/public/2020-08-17/Bildschirmfoto%202020-08-17%20um%2014.50.20.png?itok=EJJj-CNH" width="250" height="360" alt="" typeof="foaf:Image" class="image-style-paperpreview" /> </div> <div class="field field--name-field-abstract field--type-string-long field--label-inline clearfix"> <div class="field__label">Abstract</div> <div class="field__item">Ubiquitous computing and ambient assisted living environments offer promising solutions to meet the demographic change. An example are serious games for health care: Regular exercises mediated through games increase health, well-being, and autonomy of the residents whilst at the same time reducing the costs for caregiving. To understand which factors contribute to an increased acceptance of such exercise games in ambient assisted living environments, a prototypic game was evaluated with 32 younger and 32 older players. Game performance is influenced by age, need for achievement, and also gender. Acceptance and projected use are related to the believe in making the game a habit, current gaming frequency, and social influences. Notably, the game increased the perceived health of the subjects, which is an important issue. This article concludes with guidelines to successfully introduce serious exercise games into health care and future ideas to realize social inclusion in game design.</div> </div> <div class="field field--name-field-signature field--type-string-long field--label-hidden field__item">Brauner, P., Holzinger, A., Ziefle, M.: Ubiquitous Computing at its Best: Serious Exercise Games for Older Adults in Ambient Assisted Living Environments – A Technology Acceptance Perspective. EAI Endorsed Trans. Serious Games. 15, 1–12 (2015). https://doi.org/10.4108/sg.1.4.e3.</div> <div class="field field--name-field-doi field--type-link field--label-inline clearfix"> <div class="field__label">DOI</div> <div class="field__item"><a href="http://dx.doi.org/10.4108/sg.1.4.e3" target="_blank">http://dx.doi.org/10.4108/sg.1.4.e3</a></div> </div> <div class="field field--name-field-tags field--type-entity-reference field--label-above clearfix"> <h3 class="field__label">Tags</h3> <ul class="links field__items"> <li><a href="/taxonomy/term/4" hreflang="en">Serious Games</a></li> <li><a href="/taxonomy/term/11" hreflang="en">Ambient Assisted Living</a></li> <li><a href="/taxonomy/term/10" hreflang="en">Aging</a></li> <li><a href="/taxonomy/term/9" hreflang="en">Technology Acceptance</a></li> <li><a href="/taxonomy/term/31" hreflang="en">User Modelling</a></li> </ul> </div> <div class="field field--name-field-ref-to-project field--type-entity-reference field--label-above"> <div class="field__label">Related Project(s):</div> <div class="field__items"> <div class="field__item"><a href="/node/9" hreflang="en">Serious Games for Healthcare and Ambient Assisted Living Environments</a></div> </div> </div> <div class="field field--name-field-pubimages field--type-image field--label-above"> <div class="field__label">Figures and Tables (selection):</div> <div class="field__items"> <div class="field__item"> <a href="https://philipp-brauner.de/sites/default/files/2020-08/Bildschirmfoto%202020-08-17%20um%2014.52.14.png" title="Figure 1. Ambient assisted living lab. (a) A view of the ambient assisted living lab (image Kai Kasugai). (b) Participant interacting with a game prototype (image Kai Kasugai)." data-colorbox-gallery="gallery-publication-34-JAppxqj5DfM" class="colorbox" data-cbox-img-attrs="{&quot;alt&quot;:&quot;Figure 1. Ambient assisted living lab. (a) A view of the ambient assisted living lab (image Kai Kasugai). (b) Participant interacting with a game prototype (image Kai Kasugai).&quot;}"><img src="/sites/default/files/styles/medium/public/2020-08/Bildschirmfoto%202020-08-17%20um%2014.52.14.png?itok=r-lQTjmW" width="220" height="91" alt="Figure 1. Ambient assisted living lab. (a) A view of the ambient assisted living lab (image Kai Kasugai). (b) Participant interacting with a game prototype (image Kai Kasugai)." typeof="foaf:Image" class="image-style-medium" /> </a> </div> <div class="field__item"> <a href="https://philipp-brauner.de/sites/default/files/2020-08/Bildschirmfoto%202020-08-17%20um%2014.54.00.png" title="Figure 3. Change of perceived exertion and perceived pain for older and younger users before and after the game." data-colorbox-gallery="gallery-publication-34-JAppxqj5DfM" class="colorbox" data-cbox-img-attrs="{&quot;alt&quot;:&quot;Figure 3. Change of perceived exertion and perceived pain for older and younger users before and after the game.&quot;}"><img src="/sites/default/files/styles/medium/public/2020-08/Bildschirmfoto%202020-08-17%20um%2014.54.00.png?itok=V5b4YRy4" width="220" height="180" alt="Figure 3. Change of perceived exertion and perceived pain for older and younger users before and after the game." typeof="foaf:Image" class="image-style-medium" /> </a> </div> <div class="field__item"> <a href="https://philipp-brauner.de/sites/default/files/2020-08/Bildschirmfoto%202020-08-17%20um%2014.54.08.png" title="Table 4. Relationships between independent and explanatory variables and the UTAUT2 dimensions (n = 64)." data-colorbox-gallery="gallery-publication-34-JAppxqj5DfM" class="colorbox" data-cbox-img-attrs="{&quot;alt&quot;:&quot;Table 4. Relationships between independent and explanatory variables and the UTAUT2 dimensions (n = 64).&quot;}"><img src="/sites/default/files/styles/medium/public/2020-08/Bildschirmfoto%202020-08-17%20um%2014.54.08.png?itok=v5eVOydm" width="220" height="111" alt="Table 4. Relationships between independent and explanatory variables and the UTAUT2 dimensions (n = 64)." typeof="foaf:Image" class="image-style-medium" /> </a> </div> </div> </div> Mon, 17 Aug 2020 12:49:33 +0000 philipp 34 at https://philipp-brauner.de Alt schlägt Jung - Bewegungsförderung für Ältere durch Serious Games https://philipp-brauner.de/node/33 <span class="field field--name-title field--type-string field--label-hidden">Alt schlägt Jung - Bewegungsförderung für Ältere durch Serious Games</span> <span class="field field--name-uid field--type-entity-reference field--label-hidden"><span lang="" about="/user/1" typeof="schema:Person" property="schema:name" datatype="">philipp</span></span> <span class="field field--name-created field--type-created field--label-hidden">Mon, 08/17/2020 - 14:41</span> <div class="field field--name-field-preview field--type-image field--label-hidden field__item"> <img src="/sites/default/files/styles/paperpreview/public/2020-08-17/Bildschirmfoto%202020-08-17%20um%2014.41.43.png?itok=Xw01sgvx" width="250" height="360" alt="" typeof="foaf:Image" class="image-style-paperpreview" /> </div> <div class="field field--name-field-abstract field--type-string-long field--label-inline clearfix"> <div class="field__label">Abstract</div> <div class="field__item">Der demographische Wandel stellt unsere Sozialsysteme vor die Herausforderung, mehr Ältere für längere Zeit adäquat zu versorgen. Ein Ansatz zur Senkung der durch Muskel-Skelett-Erkrankungen verursachten Kosten ist die computergestützte Bewegungsförderung und Rehabilitation. Um bei diesen computergestützten Verfahren die Komplianz sicher zu stellen, müssen diese nachhaltig motivierend gestalten sein, was sich durch die Integration dieser Verfahren in Spiele realisieren lässt. Wir haben in einem nutzerzentrierten, partizipativen Entwicklungsprozess ein Spiel zur Bewegungsförderung in einem virtuellen Obstgarten realisiert und den Einfluss von Nutzerfaktoren auf die Akzeptanz in einem Nutzertest mit unterschiedlichen Altersgruppen getestet. Das Spiel wurde generell sehr gut bewertet und es zeigt sich, dass gerade Ältere das Spiel gerne zur Bewegungsförderung nutzen würden. Durch die Interaktion mit dem Spiel verbesserten sich die subjektiven Schmerzwerte aller Teilnehmer der Studie, besonders deutlich ist dieser Effekt aber gerade bei den Älteren.</div> </div> <div class="field field--name-field-signature field--type-string-long field--label-hidden field__item">Brauner P., Rausch C., Beul S., Ziefle M. (2014) Alt Schlägt Jung – Bewegungsförderung für Ältere durch Serious Games. In: Jeschke S., Kobbelt L., Dröge A. (eds) Exploring Virtuality. Springer Spektrum, Wiesbaden. https://doi.org/10.1007/978-3-658-03885-4_12<br /> </div> <div class="field field--name-field-doi field--type-link field--label-inline clearfix"> <div class="field__label">DOI</div> <div class="field__item"><a href="https://doi.org/10.1007/978-3-658-03885-4_12" target="_blank">https://doi.org/10.1007/978-3-658-03885-4_12</a></div> </div> <div class="field field--name-field-tags field--type-entity-reference field--label-above clearfix"> <h3 class="field__label">Tags</h3> <ul class="links field__items"> <li><a href="/taxonomy/term/4" hreflang="en">Serious Games</a></li> <li><a href="/taxonomy/term/10" hreflang="en">Aging</a></li> <li><a href="/taxonomy/term/11" hreflang="en">Ambient Assisted Living</a></li> </ul> </div> <div class="field field--name-field-ref-to-project field--type-entity-reference field--label-above"> <div class="field__label">Related Project(s):</div> <div class="field__items"> <div class="field__item"><a href="/node/9" hreflang="en">Serious Games for Healthcare and Ambient Assisted Living Environments</a></div> </div> </div> <div class="field field--name-field-pubimages field--type-image field--label-above"> <div class="field__label">Figures and Tables (selection):</div> <div class="field__items"> <div class="field__item"> <a href="https://philipp-brauner.de/sites/default/files/2020-08/Bildschirmfoto%202020-08-17%20um%2014.45.20.png" title="Abbildung 4: Generelle Bewertung des Spiels." data-colorbox-gallery="gallery-publication-33-JAppxqj5DfM" class="colorbox" data-cbox-img-attrs="{&quot;alt&quot;:&quot;Abbildung 4: Generelle Bewertung des Spiels.&quot;}"><img src="/sites/default/files/styles/medium/public/2020-08/Bildschirmfoto%202020-08-17%20um%2014.45.20.png?itok=0TJBOyIQ" width="220" height="114" alt="Abbildung 4: Generelle Bewertung des Spiels." typeof="foaf:Image" class="image-style-medium" /> </a> </div> <div class="field__item"> <a href="https://philipp-brauner.de/sites/default/files/2020-08/Bildschirmfoto%202020-08-17%20um%2014.46.30.png" title="Abbildung 9: subjektiver Schmerz (links) und Anstrengung (rechts) vor und nach dem Spielen." data-colorbox-gallery="gallery-publication-33-JAppxqj5DfM" class="colorbox" data-cbox-img-attrs="{&quot;alt&quot;:&quot;Abbildung 9: subjektiver Schmerz (links) und Anstrengung (rechts) vor und nach dem Spielen.&quot;}"><img src="/sites/default/files/styles/medium/public/2020-08/Bildschirmfoto%202020-08-17%20um%2014.46.30.png?itok=fPFbX12_" width="220" height="96" alt="Abbildung 9: subjektiver Schmerz (links) und Anstrengung (rechts) vor und nach dem Spielen." typeof="foaf:Image" class="image-style-medium" /> </a> </div> </div> </div> Mon, 17 Aug 2020 12:41:21 +0000 philipp 33 at https://philipp-brauner.de Increase Physical Fitness and Create Health Awareness through Exergames and Gamification. The Role of Individual Factors, Motivation and Acceptance https://philipp-brauner.de/node/32 <span class="field field--name-title field--type-string field--label-hidden">Increase Physical Fitness and Create Health Awareness through Exergames and Gamification. The Role of Individual Factors, Motivation and Acceptance</span> <span class="field field--name-uid field--type-entity-reference field--label-hidden"><span lang="" about="/user/1" typeof="schema:Person" property="schema:name" datatype="">philipp</span></span> <span class="field field--name-created field--type-created field--label-hidden">Mon, 08/17/2020 - 14:32</span> <div class="field field--name-field-preview field--type-image field--label-hidden field__item"> <img src="/sites/default/files/styles/paperpreview/public/2020-08-17/Bildschirmfoto%202020-08-17%20um%2014.34.16.png?itok=gTf34x04" width="250" height="360" alt="" typeof="foaf:Image" class="image-style-paperpreview" /> </div> <div class="field field--name-field-abstract field--type-string-long field--label-inline clearfix"> <div class="field__label">Abstract</div> <div class="field__item">Demographic change and the aging population push health and welfare system to its limits. Increased physical fitness and increased awareness for health issues will help elderly to live independently for longer and will thereby reduce the costs in the health care system. Exergames seem to be a promising solution for promoting physical fitness. Still, there is little evidence under what conditions Exergames will be accepted and used by elderly. To investigate promoting and hindering factors we conducted a user study with a prototype of an Exergame. We contrasted young vs. elderly players and investigated the role of gamer types, personality factors and technical expertise on the performance within the game and changes in the attitude towards individual health after the game. Surprisingly, performance within the game is not affected by performance motivation but by gamer type. More importantly, a universal positive effect on perceived pain is detected after the Exergame intervention.</div> </div> <div class="field field--name-field-signature field--type-string-long field--label-hidden field__item">Brauner, P., Calero Valdez, A., Schroeder, U., Ziefle, M.: Increase Physical Fitness and Create Health Awareness through Exergames and Gamification. The Role of Individual Factors, Motivation and Acceptance. In: Holzinger, A., Ziefle, M., and Glavinić, V. (eds.) Proceedings of the SouthCHI 2013, LNCS 7946. pp. 349–362. Springer-Verlag Berlin Heidelberg, Maribor, Slovenia (2013). https://doi.org/10.1007/978-3-642-39062-3_22.</div> <div class="field field--name-field-doi field--type-link field--label-inline clearfix"> <div class="field__label">DOI</div> <div class="field__item"><a href="https://doi.org/10.1007/978-3-642-39062-3_22" target="_blank">https://doi.org/10.1007/978-3-642-39062-3_22</a></div> </div> <div class="field field--name-field-tags field--type-entity-reference field--label-above clearfix"> <h3 class="field__label">Tags</h3> <ul class="links field__items"> <li><a href="/taxonomy/term/8" hreflang="en">Exercise Game</a></li> <li><a href="/taxonomy/term/4" hreflang="en">Serious Games</a></li> <li><a href="/taxonomy/term/11" hreflang="en">Ambient Assisted Living</a></li> <li><a href="/taxonomy/term/10" hreflang="en">Aging</a></li> </ul> </div> <div class="field field--name-field-ref-to-project field--type-entity-reference field--label-above"> <div class="field__label">Related Project(s):</div> <div class="field__items"> <div class="field__item"><a href="/node/9" hreflang="en">Serious Games for Healthcare and Ambient Assisted Living Environments</a></div> </div> </div> <div class="field field--name-field-pubimages field--type-image field--label-above"> <div class="field__label">Figures and Tables (selection):</div> <div class="field__items"> <div class="field__item"> <a href="https://philipp-brauner.de/sites/default/files/2020-08/Bildschirmfoto%202020-08-17%20um%2014.36.37.png" title="In-game screenshot of the game (left) and a user playing the game (right)." data-colorbox-gallery="gallery-publication-32-JAppxqj5DfM" class="colorbox" data-cbox-img-attrs="{&quot;alt&quot;:&quot;In-game screenshot of the game (left) and a user playing the game (right).&quot;}"><img src="/sites/default/files/styles/medium/public/2020-08/Bildschirmfoto%202020-08-17%20um%2014.36.37.png?itok=mNNIUr-Z" width="220" height="97" alt="In-game screenshot of the game (left) and a user playing the game (right)." typeof="foaf:Image" class="image-style-medium" /> </a> </div> <div class="field__item"> <a href="https://philipp-brauner.de/sites/default/files/2020-08/Bildschirmfoto%202020-08-17%20um%2014.36.46.png" title="Research model and Hypotheses. NY = Nick Yee Player Types, PEU = Per- ceived Ease of Use, UF = Usage Frequency, NPS = Net Promoter Score." data-colorbox-gallery="gallery-publication-32-JAppxqj5DfM" class="colorbox" data-cbox-img-attrs="{&quot;alt&quot;:&quot;Research model and Hypotheses. NY = Nick Yee Player Types, PEU = Per- ceived Ease of Use, UF = Usage Frequency, NPS = Net Promoter Score.&quot;}"><img src="/sites/default/files/styles/medium/public/2020-08/Bildschirmfoto%202020-08-17%20um%2014.36.46.png?itok=4U-qaccX" width="220" height="118" alt="Research model and Hypotheses. NY = Nick Yee Player Types, PEU = Per- ceived Ease of Use, UF = Usage Frequency, NPS = Net Promoter Score." typeof="foaf:Image" class="image-style-medium" /> </a> </div> <div class="field__item"> <a href="https://philipp-brauner.de/sites/default/files/2020-08/Bildschirmfoto%202020-08-17%20um%2014.37.23.png" title="Perceived Level of Pain for the three age groups before and after the intervention." data-colorbox-gallery="gallery-publication-32-JAppxqj5DfM" class="colorbox" data-cbox-img-attrs="{&quot;alt&quot;:&quot;Perceived Level of Pain for the three age groups before and after the intervention.&quot;}"><img src="/sites/default/files/styles/medium/public/2020-08/Bildschirmfoto%202020-08-17%20um%2014.37.23.png?itok=FmU6yPoi" width="220" height="80" alt="Perceived Level of Pain for the three age groups before and after the intervention." typeof="foaf:Image" class="image-style-medium" /> </a> </div> </div> </div> Mon, 17 Aug 2020 12:32:18 +0000 philipp 32 at https://philipp-brauner.de Serious Motion-Based Exercise Games for Older Adults: Evaluation of Usability, Performance, and Pain Mitigation https://philipp-brauner.de/node/11 <span class="field field--name-title field--type-string field--label-hidden">Serious Motion-Based Exercise Games for Older Adults: Evaluation of Usability, Performance, and Pain Mitigation</span> <span class="field field--name-uid field--type-entity-reference field--label-hidden"><span lang="" about="/user/1" typeof="schema:Person" property="schema:name" datatype="">philipp</span></span> <span class="field field--name-created field--type-created field--label-hidden">Sun, 08/16/2020 - 10:09</span> <div class="field field--name-field-preview field--type-image field--label-hidden field__item"> <img src="/sites/default/files/styles/paperpreview/public/2020-08-16/Bildschirmfoto%202020-08-16%20um%2010.42.36.png?itok=d4DkBqA0" width="250" height="360" alt="" typeof="foaf:Image" class="image-style-paperpreview" /> </div> <div class="field field--name-field-abstract field--type-string-long field--label-inline clearfix"> <div class="field__label">Abstract</div> <div class="field__item">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.<br /> 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.<br /> 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.<br /> 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). <br /> 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.</div> </div> <div class="field field--name-field-signature field--type-string-long field--label-hidden field__item">Brauner, P., Ziefle, M.: Serious Motion-Based Exercise Games for Older Adults: Evaluation of Usability, Performance, and Pain Mitigation. JMIR Serious Games. 8, e14182 (2020).</div> <div class="field field--name-field-doi field--type-link field--label-inline clearfix"> <div class="field__label">DOI</div> <div class="field__item"><a href="https://doi.org/10.2196/14182" target="_blank">https://doi.org/10.2196/14182</a></div> </div> <div class="field field--name-field-tags field--type-entity-reference field--label-above clearfix"> <h3 class="field__label">Tags</h3> <ul class="links field__items"> <li><a href="/taxonomy/term/4" hreflang="en">Serious Games</a></li> <li><a href="/taxonomy/term/8" hreflang="en">Exercise Game</a></li> <li><a href="/taxonomy/term/9" hreflang="en">Technology Acceptance</a></li> <li><a href="/taxonomy/term/10" hreflang="en">Aging</a></li> <li><a href="/taxonomy/term/11" hreflang="en">Ambient Assisted Living</a></li> </ul> </div> <div class="field field--name-field-ref-to-project field--type-entity-reference field--label-above"> <div class="field__label">Related Project(s):</div> <div class="field__items"> <div class="field__item"><a href="/node/9" hreflang="en">Serious Games for Healthcare and Ambient Assisted Living Environments</a></div> </div> </div> <div class="field field--name-field-public-files field--type-file field--label-above"> <div class="field__label">Public Files</div> <div class="field__item"> <span class="file file--mime-application-pdf file--application-pdf"> <a href="https://philipp-brauner.de/sites/default/files/2022/Brauner%2C%20Ziefle%20-%202020%20-%20Serious%20Motion-Based%20Exercise%20Games%20for%20Older%20Adults%20Evaluation%20of%20Usability%2C%20Performance%2C%20and%20Pain%20Mitigation.pdf" type="application/pdf; length=806081">Brauner, Ziefle - 2020 - Serious Motion-Based Exercise Games for Older Adults Evaluation of Usability, Performance, and Pain Mitigation.pdf</a></span> </div> </div> Sun, 16 Aug 2020 08:09:24 +0000 philipp 11 at https://philipp-brauner.de Rethinking Technology Development for Older Adults: A Responsible Research and Innovation Duty https://philipp-brauner.de/node/4 <span class="field field--name-title field--type-string field--label-hidden">Rethinking Technology Development for Older Adults: A Responsible Research and Innovation Duty</span> <span class="field field--name-uid field--type-entity-reference field--label-hidden"><span lang="" about="/user/1" typeof="schema:Person" property="schema:name" datatype="">philipp</span></span> <span class="field field--name-created field--type-created field--label-hidden">Fri, 04/06/2018 - 09:25</span> <div class="field field--name-field-preview field--type-image field--label-hidden field__item"> <img src="/sites/default/files/styles/paperpreview/public/2018-04-06/Bildschirmfoto%202018-04-06%20um%2009.24.57.png?itok=Hig0v3v_" width="250" height="360" alt="" typeof="foaf:Image" class="image-style-paperpreview" /> </div> <div class="field field--name-field-signature field--type-string-long field--label-hidden field__item">Wilkowska, W., Brauner, P., Ziefle, M.: Rethinking Technology Development for Older Adults: A Responsible Research and Innovation Duty. In: Pak, R. and McLaughlin, A.C. (eds.) Aging, Technology and Health. pp. 1–30. Academic Press (2018). https://doi.org/http://dx.doi.org/10.1016/B978-0-12-811272-4.00001-4.</div> <div class="field field--name-field-doi field--type-link field--label-inline clearfix"> <div class="field__label">DOI</div> <div class="field__item"><a href="http://dx.doi.org/10.1016/B978-0-12-811272-4.00001-4" target="_blank">http://dx.doi.org/10.1016/B978-0-12-811272-4.00001-4</a></div> </div> <div class="field field--name-field-tags field--type-entity-reference field--label-above clearfix"> <h3 class="field__label">Tags</h3> <ul class="links field__items"> <li><a href="/taxonomy/term/10" hreflang="en">Aging</a></li> <li><a href="/taxonomy/term/9" hreflang="en">Technology Acceptance</a></li> </ul> </div> <div class="field field--name-field-ref-to-project field--type-entity-reference field--label-above"> <div class="field__label">Related Project(s):</div> <div class="field__items"> <div class="field__item"><a href="/node/9" hreflang="en">Serious Games for Healthcare and Ambient Assisted Living Environments</a></div> </div> </div> Fri, 06 Apr 2018 07:25:13 +0000 philipp 4 at https://philipp-brauner.de