Jennifer Boger

Dr. Jennifer Boger

Systems Design Engineering, University of Waterloo, Waterloo, Ontario, Canada
orcid

Research Focus & Metrics

Academic Career Length

23Years (2004-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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7 November 2008 in BMC Geriatrics
Verified
Journal Article
Open access
PDF file
AMAlex Mihailidis
Alex Mihailidis
Jennifer BogerJennifer Boger
Jennifer Boger
TCTammy Craig
Tammy Craig
JHJesse Hoey
Jesse Hoey
Many older adults with dementia require constant assistance from a caregiver when completing activities of daily living (ADL). This study examines the efficacy of a computerized device intended to assist people with dementia through ADL, while reducing caregiver burden. The device, called COACH, uses artificial intelligence to autonomously guide an older adult with dementia through the ADL using audio and/or audio-video prompts.

3 September 2004 in IEEE Transactions on Information Technology in Biomedicine
Verified
Journal Article
Closed access
AMA. Mihailidis
A. Mihailidis
BCB. Carmichael
B. Carmichael
Jennifer BogerJennifer Boger
Jennifer Boger
This paper discusses the use of computer vision in pervasive healthcare systems, specifically in the design of a sensing agent for an intelligent environment that assists older adults with dementia during an activity of daily living. An overview of the techniques applied in this particular example is provided, along with results from preliminary trials completed using the new sensing agent. A discussion of the results obtained to date is presented, including technical and social issues that remain for the advancement and acceptance of this type of technology within pervasive healthcare.

3 April 2006 in IEEE Transactions on Information Technology in Biomedicine
Verified
Journal Article
Closed access
Jennifer BogerJennifer Boger
Jennifer Boger
JHJ. Hoey
J. Hoey
PPP. Poupart
P. Poupart
CBC. Boutilier
C. Boutilier
Geoff FernieGeoff Fernie
Geoff Fernie
AMA. Mihailidis
A. Mihailidis
Older adults with dementia often cannot remember how to complete activities of daily living and require a caregiver to aid them through the steps involved. The use of a computerized guidance system could potentially reduce the reliance on a caregiver. This paper examines the design and preliminary evaluation of a planning system that uses Markov decision processes (MDPs) to determine when and how to provide prompts to a user with dementia for guidance through the activity of handwashing. Results from the study suggest that MDPs can be applied effectively to this type of guidance problem. Considerations for the development of future guidance systems are presented

7 April 2016 in Disability and Rehabilitation: Assistive Technology
Verified
Journal Article
Closed access
PDF file
Jennifer BogerJennifer Boger
Jennifer Boger
PJPiper Jackson
Piper Jackson
Maurice MulvennaMaurice Mulvenna
Maurice Mulvenna
Judith SixsmithJudith Sixsmith
Judith Sixsmith
ASAndrew Sixsmith
Andrew Sixsmith
SMSuzanne Martin
Suzanne Martin
Developing useful and usable assistive technologies often presents complex (or “wicked”) challenges that require input from multiple disciplines and sectors. Transdisciplinary collaboration can enable holistic understanding of challenges that may lead to innovative, impactful and transformative solutions. This paper presents generalised principles that are intended to foster transdisciplinary assistive technology development. The paper introduces the area of assistive technology design before discussing general aspects of transdisciplinary collaboration followed by an overview of relevant concepts, including approaches, methodologies and frameworks for conducting and evaluating transdisciplinary working and assistive technology design. The principles for transdisciplinary development of assistive technologies are presented and applied post hoc to the COACH project, an ambient-assisted living technology for guiding completion of activities of daily living by older adults with dementia as an illustrative example. Future work includes the refinement and validation of these principles through their application to real-world transdisciplinary assistive technology projects.

31 March 2008 in Assistive Technology
Verified
Journal Article
Closed access
AMAlex Mihailidis
Alex Mihailidis
ACAmy Cockburn
Amy Cockburn
CLCatherine Longley
Catherine Longley
Jennifer BogerJennifer Boger
Jennifer Boger
This pilot study investigated the willingness of two generational cohorts (current baby boomers and older adults) to accept home monitoring technology. Thirty individuals (15 baby boomers and 15 older adults) of both genders and living in the community participated in structured, mixed methods interviews. The participants' opinions and views on various technologies (e.g., personal emergency response systems, fall detection systems) and sensor types (e.g., switches, motion sensors, computer vision) were determined, including locations within the home where they would be willing to install and use such technologies. Overall, it was found that these technologies would be acceptable if they allowed the participants to remain in their own homes and to age in place. Furthermore, a between-group analysis indicated that there were not many statistically significant differences between the opinions of the two cohorts with respect to preferences about types and locations of these technologies.

19 January 2022 in JMIR Serious Games
Verified
Journal Article
Open access
JMJohn Muñoz
John Muñoz
SMSamira Mehrabi
Samira Mehrabi
YLYirou Li
Yirou Li
ABAysha Basharat
Aysha Basharat
LMLaura E Middleton
Laura E Middleton
Jennifer BogerJennifer Boger
Jennifer Boger
Background: Advancements in supporting personalized health care and well-being using virtual reality (VR) have created opportunities to use immersive games to support a healthy lifestyle for persons living with dementia and mild cognitive impairment (MCI). Collaboratively designing exercise video games (exergames) as a multistakeholder team is fundamental to creating games that are attractive, effective, and accessible. Objective: This research extensively explores the use of human-centered design methods that involve persons living with dementia in long-term care facilitates, exercise professionals, content developers, game designers, and researchers in the creation of VR exergames targeting physical activity promotion for persons living with dementia/MCI. Methods: Conceptualization, collaborative design, and playtesting activities were carried out to design VR exergames to engage persons living with dementia in exercises to promote upper limb flexibility, strength, and aerobic endurance. We involved a total of 7 persons living with dementia/MCI, 5 exercise professionals, 5 community-dwelling older adults, a VR company for content creation, and a multidisciplinary research team with game designers, engineers, and kinesiology experts. Results: An immersive VR exergame called Seas the Day was jointly designed and developed and it is freely available to be played in state-of-the-art VR headsets (Oculus Quest 1, 2). A model for the triadic interaction (health care institution, industry partner, academia) is also presented to illustrate how different stakeholders contribute to the design of VR exergames that consider/complement complex needs, preferences, and motivators of an underrepresented group of end users. Conclusions: This study provides evidence that a collaborative multistakeholder design results in more tailored and context-aware VR games for persons living with dementia. The insights and lessons learned from this research can be used by others to co-design games, including remote engagement techniques that were used during the COVID-19 pandemic.