Mild cognitive impairment (MCI) is an early stage of cognitive abilities loss and puts older adults at higher risk of developing dementia. Virtual reality (VR) could represent a tool for the early assessment of this pathological condition and for administering cognitive training. This work presents a study evaluating the acceptance and the user experience of an immersive VR application representing a supermarket. As the same application had already been assessed in Italy, we aimed to perform the same study in Estonia in order to compare the outcomes in the two populations. Fifteen older adults with MCI were enrolled in one Rehabilitation Center of Estonia and tried the supermarket once. Afterwards, they were administered questionnaires aimed at evaluating their technology acceptance, sense of presence, and cybersickness. Estonian participants reported low side effects and discrete enjoyment, and a sense of presence. Nonetheless, their intention to use the technology decreased after the experience. The comparison between Italian and Estonian older adults showed that cybersickness was comparable, but technology acceptance and sense of presence were significantly lower in the Estonian group. Thus, we argue that: (i) cultural and social backgrounds influence technology acceptance; (ii) technology acceptance was rather mediated by the absence of positive feelings rather than cybersickness.
Advances in digital factory technologies are offering great potential to innovate higher education, by enabling innovative learning approaches based on virtual laboratories that increase the involvement of students while delivering realistic experiences. This article introduces a framework for the development of virtual learning applications by addressing multidisciplinary requirements. The implementation of the framework can be eased by the use of the proposed virtual learning factory application (VLFA), an open-source solution that takes advantage of virtual reality to support innovative higher-education learning activities in industrial engineering. A complete design and development workflow is described, starting from the identification of the requirements, to the design of software modules and underlying technologies, up to the final implementation. The framework and the VLFA have been tested to implement a serious game related to the design and analysis of manufacturing systems, also collecting the feedback of students and teachers.
This work presents HoloHome, a Mixed Reality application that aims to provide a new means of interaction to control the Smart Home components while providing continuous support for the inhabitants, including older adults and people with limited mobility and cognitive skills. HoloHome integrates several technological paradigms such as Mixed Reality, Internet of Things, and Ambient Assisted Living to maximize the tailored domestic comfort for the Smart Home’s inhabitants while promoting their comfort, safety, and independence in performing daily activities. It is designed and implemented on Microsoft HoloLens, ensuring the connection of the Mixed Reality environment with the distributed network of domestic sensors through the WiFi-enabled microcontrollers to present an innovative method of interaction with the Smart Home and IoT network. Additionally, HoloHome provides unique services and assistive technologies mainly designed for older adults and people with short-term memory deficits to provide continuous assistance, support, and instruction for household activities. This paper conducts the assessment of HoloHome, where the proposed system's usability, cybersickness, and effectiveness are investigated. The usability of HoloHome is validated on a sample of healthy adults to highlight desirable modifications before further assessments of older adults and people with disabilities. This pilot study demonstrated a good level of perceived usability (71.5%) among healthy adults, leading toward the best possible adjustments prior to proposing the system to the more fragile users.
19 February 2024 in Computers in Biology and Medicine
Dysphagia is a disorder that can be associated to several pathological conditions, including neuromuscular diseases, with significant impact on quality of life. Dysphagia often leads to malnutrition, as a consequence of the dietary changes made by patients or their caregivers, who may deliberately decide to reduce or avoid specific food consistencies (because they are not perceived as safe), and the lack of knowledge in how to process foods are critics. Such dietary changes often result in unbalanced nutrients intake, which can have significant consequences for frail patients. This paper presents the development of a prototypical novel ontology-based Decision Support System (DSS) to support neuromuscular patients with dysphagia (following a per-oral nutrition) and their caregivers in preparing nutritionally balanced and safe meals. After reviewing scientific literature, we developed in collaboration with Ear-Nose-Throat (ENT) specialists, neurologists, and dieticians the DSS formalizes expert knowledge to suggest recipes that are considered safe according to patient's consistency limitations and dysphagia severity and also nutritionally well-balanced. The prototype can be accessed via digital applications both by physicians to generate and verify the recommendations, and by the patients and their caregivers to follow the step-by-step procedures to autonomously prepare and process one or more recipe. The system is evaluated with 9 clinicians to assess the quality of the DSS's suggested recipes and its acceptance in clinical practice. Preliminary results suggest a global positive outcome for the recipes inferred by the DSS and a good usability of the system.
Game activity is fundamental for children’s cognitive and social development. During recent years, technology development has led to changes in several areas, including the ludic one. However, while in the literature, there are plenty of studies that report the importance of technology-based games in rehabilitation program, little attention has been paid to their role as pure entertainment. In contrast, the market does not provide videogames that are engaging, accessible, and inclusive. In this context, a survey was distributed to families who have a child with neuromotor limitations to investigate how these children deal with play, in particular with videogames, and what the requirements are for accessible and inclusive videogames. FightTheStroke distributed the questionnaire to families with a child with neuromotor impairments in April 2020. Fifty-six families responded to the survey. The answers revealed that children generally manifest positive feelings when playing with videogames, especially with cooperative ones, even if they are not fully accessible. The survey also collected user needs and suggestions from families about the design of videogames for neuromotor-impaired children. Guidelines derived from the survey are reported for the development of entertaining, inclusive, and accessible videogames, playable by children with neuromotor disabilities.