• Title/Summary/Keyword: Elderly User

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A Study on the Factors Affecting the Use of Senior Center Applying Andersen and Newman's Behavior Model: Analysis of Mediating Effect of User Satisfaction (Andersen과 Newman의 행동모델을 적용한 경로당 이용 영향요인에 관한 연구: 이용자 만족도 매개효과 분석)

  • Kim, Jeong Keun
    • 한국노년학
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    • v.40 no.2
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    • pp.291-309
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    • 2020
  • In this study, the behavioral model of Andersen and Newman(1973) was applied to identify the factors influencing the use of senior centers by the elderly in the community, and the mediating effect of user satisfaction was improved to improve the satisfaction of seniors using the Senior Center and operate the Senior Center. This study attempted to suggest policy and practical alternatives for activation. The subjects were 578 elderly people using 2,283 senior centers in Busan. As a result, the factors influencing the total usage period of the Senior Center were analyzed by age and type of potential factors among the leading factors, and the factors affecting the total number of days of senior center usage during the week were gender, age, and education level among the preceding factors. Appeared. Factors affecting user satisfaction as a parameter were analyzed as subjective health status among gender, age, and desire factors among preceding factors. As a result of verification of mediating effect of user satisfaction, there was a partial mediating effect between age and total use of Senior Center, full mediating effect between gender and days of Senior Center use, and partial mediating effect between age and Senior Center use days. Analyzed. According to the purpose and main findings of the study, the policy and practical suggestions for activating the satisfaction and use of Senior Center are as follows. First, program development and support according to the characteristics of senior center users are required. Second, there is a need to characterize per-path according to senior center type and regional environment. Third, there is a need to improve and raise the support standards for senior center operating expenses.

A Pilot Study for Development of the Serious Game Contents for Education in the Elderly Diabetes (노인 당뇨환자 교육용 기능성 게임 콘텐츠 개발을 위한 예비연구)

  • Kim, Yu Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.184-192
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    • 2017
  • This study was a pilot test of serious educational game content(named Roly Poly 160) designed to enhance self-care by elderly diabetics. Roly Poly 160 was developed in eight steps (literature review, demand survey and consultation, extraction of serious content using games, development of Roly Poly 160, pretest for users, workshop for health care workers, final completion of Roly Poly 160 and user satisfaction survey of Roly Poly 160). Roly Poly 160 is intuitively structured in three modules (self-management, card games, and quiz games) that can be self-managed by the elderly and is designed based on six principles. First, we constructed an intuitive interface considering the age of users. Second, the menu was selected as the main menu for Koreans and calorie learning was made at the same time. Third, the calories and nutrients (carbohydrate, fat, protein, calcium, sodium) of selected foods are analyzed, and all test data recorded in the questionnaire chart are graphically displayed by year, month and week so that the change trends can be grasped at a glance. Fourth, necessary data were saved and output and used as educational data. Fifth, user data are made compatible and aggregated and up to 100 million members can be registered. Sixth, it is designed to be developed as a mobile app if necessary. Using Roly Poly 160, 119 diabetic patients were diagnosed with diabetes, and the satisfaction score was 4.26 out of 5. These findings indicate that Roly Poly 160 is appropriate as a diabetes self-care tool and suggests that there is a possibility to use it as a program to educate people about diabetes in public health centers, hospitals and clinics.

Intelligent rehabilitation robotic system for the handicapped and the elderly-KARES (장애인과 노약자를 위한 지능형 재활 로봇 시스템(KARES))

  • 송원경;김종명;윤용산;변증남
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.1541-1544
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    • 1997
  • The rehailitation robot, one of the service robot, is the important area in the service automation. In the paper, we describe the overall configuration of KARES(KAIST Rehabilitation Engineering System), which is an intellingent rehabilitaion robotic system designed to assist the independent livelihood of the handicapped and the eldrly. KARES consists of the 6 degree of freedom robot arm mounted on a wheelchair, the controller ofr the arm, sensors to perceive environment, and user interface. Basic desired hobs in KARES are gripping the target object and moving it to the user's face for eating, drinking, or cooperation work wiht the mouth. Currently, the manual operation of the arm is available for gripping to target objects. The autonomous functionality will be ginven for the facilities of the human operator.

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Development of Intelligent Bed Robot System

  • Oh, Chang-Mok;Seo, Kap-Ho;Lee, Ju-Jang
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1535-1538
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    • 2004
  • In this paper, an Intelligent Bed Robot System (IBRS) is proposed, that is a special bed equipped with robot manipulator. To assist a patient using IBRS, pose and motion estimation process is fundamental. It is designed to help the elderly and the disabled for their independent life in bed without other assistants. For this purpose, we use the pressure sensor distributed mattress for detecting the change of motion on the bed. Using that data, we control the robot arm to move to the appropriate position and serve to the user. In addition, we can estimate the user's intention based on the change of pressure and use those data to control the robot arm guide.

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Study on User Play of Motion-Based Game : Focused on Empirical Research about Game Play in Families (가정 내 체감형 게임 플레이의 실험 관찰 연구)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.7-14
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    • 2014
  • This study examined user experiences of motion-based games. Focusing on the playing experiences, in-depth interviews and survey were conducted on seven families with various family members detailing the gameplay. These qualitative methods were conducted interpretive way such as a month-long participant observation. As a result, the game Sensible meantime, the results were excluded from the game with the older generation of women and the elderly, leading to game culture game is trying to communicate was confirmed.

3D Game Development For Dementia Prevention (치매 예방을 위한 3D 게임 개발)

  • He, Guan-Feng;Kang, Sun-Kyung;Choi, Wuk-Ho;Jung, Sung-Tae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.233-236
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    • 2011
  • This paper proposes to use gesture recognition technology to develop 3D game for prevention of dementia. In the game, the user can choose camera mode or mouse mode to play game. In the game design, We focused on the characteristics of dementia, Developed four types of games, Including Memory training game, Math game, Logical training game and 3D visual sense training game. Each type of game is composed by a number of small games. Common feature of all the game is random, This ensures that when user play games, Basically the game will not have the same situation. For the older elderly, If can take 10 minutes a day to play the game and has always insisted on playing, For dementia preventive have a positive effect.

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Development of technology to improve information accessibility of information vulnerable class using crawling & clipping

  • Jeong, Seong-Bae;Kim, Kyung-Shin
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.2
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    • pp.99-107
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    • 2018
  • This study started from the public interest purpose to help accessibility for the information acquisition of the vulnerable groups due to visual difficulties such as the elderly and the visually impaired. In this study, the server resources are minimized and implemented in most of the user smart phones. In addition, we implement a method to gather necessary information by collecting only pattern information by utilizing crawl & clipping without having to visit the site of the information of the various sites having the data necessary for the user, and to have it in the server. Especially, we applied the TTS(Text-To-Speech) service composed of smart phone apps and tried to develop a unified customized information collection service based on voice-based information collection method.

A Study on the Design Decision Process for Flexibility in Apartment Housing (가변성을 고려한 공동주택 설계의사결정 프로세스에 관한 연구)

  • 김병환;김현주;최무혁
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2002.11a
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    • pp.345-348
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    • 2002
  • Recent demographic changes have increased the heterogeneity of user groups in the housing market. Smaller households(e.g. elderly, single parent) have non-traditional spatial requirements that cannot be accommodated within the conventional house layout. This has created renewed interest in Demountable/Flexible housing systems. However, the process by which designers decide which project or user groups are most suited for the use of these systems is quite often complex, uncertain and dynamic, since the decisions involve natural processes and human values that are apparently random. This study is a proposal on the design process model for the flexibility of apartment.

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Compact Robotic Arm to Assist with Eating using a Closed Link Mechanism (크로스 링크 기구를 적용한 소형 식사지원 로봇)

  • 강철웅;임종환
    • Journal of the Korean Society for Precision Engineering
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    • v.20 no.3
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    • pp.202-209
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    • 2003
  • We succeeded to build a cost effective assistance robotic arm with a compact and lightweight body. The robotic arm has three joints, and the tip of robotic arm to install tools consists of a closed link mechanism, which consisted of two actuators and several links. The robotic arm has been made possible by the use of actuators typically used in radio control devices. The controller of the robotic arm consists of a single chip PIC only. The robotic arm has a friendly user interface, as the operators are aged and disabled in most cases. The operator can manipulate the robotic arm by voice commands or by pressing a push button. The robotic arm has been successfully prototyped and tested on an elderly patient to assist with eating. The results of field test were satisfactory.

Assistive Product Users' Need Analysis on Job Competence of Assistive Product Specialist (복지용구 전문가 직무 역량에 대한 복지용구 이용자 요구도 분석)

  • Cho, Mi-Lim
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.137-143
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    • 2018
  • As the elderly population grows, the use of assistive products that facilitate independent living by the elderly is increasing. Assistive product specialists are important to selecting the correct assistive products. Therefore, it is necessary to grasp the needs of assistive product users. This study was conducted to identify the key tasks that should be prioritized through analysis of the needs of assistive product users of assistive product specialist's job competence Questionnaires were administered to 84 assistive product users in person and by mail. The questionnaire was designed to investigate the importance of work and educational needs based on the job of the assistive product specialist. Based on the results, the priorities of five duties and 12 key tasks were derived. The key tasks are highly demanded by assistive product users and must be included in the performance of the job of the assistive product specialist. Based on this study, it is expected that elderly people will gain independence and improve their quality of life in their homes and communities through an individualized approach.