During a pandemic, it is imperative that all staff members have up-to-date information on changing work practices in the healthcare environment. This article presents a way to implement work environment orientation amongst different groups in care facilities by utilizing mobile robots, radio frequency identification (RFID) technologies, and data synthesis. We offer a scenario based on a co-design approach, in which a mobile robot works as an orientation guide for new employees, RFID tags are applied on objects around the premises and people’s clothing. The mobile robot takes advantage of the information provided by its known location and each RFID tag read by the RFID reader integrated with the robot. We introduce the scenario here, along with the details of its practical test implementation. Further, the challenges met in the test implementation are discussed as well as the future potential of its application. In conclusion, our study indicates that repetitive training and orientation-related duties can be successfully transferred to a mobile robot. Through RFID, the mobile robot can deliver the relevant information to the right people and thus contribute to patient and personnel safety and the resource efficiency of the orientation process.
The purpose of this paper was to create service models for cognitively stimulating mobile games and incorporate them into Finnish and Chinese elderly care. The implementation involved the use of two different mobile games as part of the everyday lives of older adults in care homes in Finland (3 months) and China (6 months). Although a large number of publications examine serious games in elderly care, there are rather few publications related to the practical implementation within the elderly care processes. In general, rehabilitation orientated games should incorporate entertainment (motivation) and relevant therapeutic content (rehabilitation) in order to be effective. Regardless of the game design, successful implementation of the games in elderly care is paramount to benefit the end user. In this paper, two mobile games were investigated as a case study. To investigate the therapeutic content of the games, the game outcomes (game scores and time stamps) were automatically recorded to facilitate analysis of the participant’s progress during the trial. To investigate motivation, user feedback was collected through observation of the game trials and by interviewing the nursing staff and the participants (test group). The gaming service implementation was designed in collaboration with the nursing staff and researchers, according to an experimentation-driven approach, in which the service model ideas were tested by the professionals before piloting. In both countries, the players and the nursing staff found the games showed potential as self-managed rehabilitation tools. Other significant effects of gameplay were enhanced recreation and self-managed activity level. Despite cultural differences, the gaming experience was amazingly similar and improvements in game scores were also observed during the trial in both countries. The biggest difference between the pilots was the implementation process, which led to the development of two different service models that are reported in this paper. In Finland, the games were embedded into the care practices and the nursing staff were responsible for the piloting. In China, the games were independent of the care process and an external service provider (the researcher) managed the piloting. The findings imply that service design in different cultures should be carefully considered when implementing new digital services.
31 August 2021 in International Journal of 3D Printing Technologies and Digital Industry
The importance of 3D printing as a builder of the digital future is growing all the time. When it comes to the digital future, one clear goal is that, for example, spare parts are no longer necessarily shipped from factories around the world, but are 3D printed using a digital model of the spare part purchased from the manufacturer. Using 3D printers for replacement printing or home use is relatively simple. However, with 3D printers, you come across a wide variety of situations that require fault detection, troubleshooting, and general adjustment. This article highlights the most common problems with 3D printers. The technologies chosen for this study are Vat Photopolymerization and FDM (Fused Deposition Modeling) printing technologies because they are very common techniques for spare parts printing and home use. This study was conducted in concrete way, experimenting and producing problems intentionally, then solving them with solutions and techniques, which are common and gained through experience. As a result, this article is written as a guide to the most common problems with these chosen technologies. Solutions to the problems are showcased in simple and effective steps. After all, this study showed well the diversity of problem situations in 3D printing as well as the need for concrete expertise in troubleshooting solutions. The problems faced and tackled in this study were the most common ones but there can exist other problems too.