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Yu RWL, Chan AHS. Effects of player-video game interaction on the mental effort of older adults with the use of electroencephalography and NASA-TLX. Arch Gerontol Geriatr 2024; 124:105442. [PMID: 38676979 DOI: 10.1016/j.archger.2024.105442] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/25/2022] [Revised: 04/04/2024] [Accepted: 04/08/2024] [Indexed: 04/29/2024]
Abstract
While player-video game interaction appears to affect older adults in gaming, there is limited knowledge regarding the cognitive demands associated with the anticipation of performing a button press, specifically focusing on the input and game elements relation (I/E relation) in game environments. The study aims to investigate the effects of lateral and rotational displacement amplitudes of game elements, triggered by a single button-press, on the cognitive effort of older adults. Both subjective and objective measurement methods were employed to assess these effects. A total of 48 older adults participated in three casual video game tasks encompassing lateral and rotational displacements at varying I/E relations (low, medium, and high). Results obtained from the NASA Task Load Index and electroencephalography (EEG) measurements revealed significant differences between the I/E relations. Specifically, the subjective rating of cognitive demand among older players was significantly impacted by a small rotation angle associated with a button press, leading to increased mental, physical, and temporal demands, along with decreased performance. Surprisingly, the analysis of EEG data, particularly the theta-alpha ratio, revealed significant interaction effects of I/E relations, button press type, and game type on the cognitive demand required during gameplay. These findings offer practical implications and point towards future avenues for developing player-video game interactions that are more cognitively friendly for older players in gaming environments.
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Affiliation(s)
- R W L Yu
- Department of Systems Engineering, City University of Hong Kong, Hong Kong, China.
| | - A H S Chan
- Department of Systems Engineering, City University of Hong Kong, Hong Kong, China; Shenzhen Research Institute, City University of Hong Kong, Shenzhen, China
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Mohanty D, Schmitt P, Dixon L, Holiday V, Hedera P. Patient and Caregiver Perspectives on Telehealth Use in a Multidisciplinary Huntington's Disease Clinic: A Single-Institution Experience. J Huntingtons Dis 2022; 11:415-419. [PMID: 35964200 DOI: 10.3233/jhd-220547] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/31/2022]
Abstract
BACKGROUND The coronavirus pandemic saw technology evolve as outpatient clinics faced restriction of in-person visits. Reliance on telemedicine using two-way audio-video communication significantly increased. Telemedicine was observed to be convenient, cost-effective, reduced no-show rates, and fostered sustained engagement. Enhanced flexibility from short notice scheduling benefitted patients and their caregivers. Greater time value was perceived by patients, and reduced reliance on caregivers. Disadvantages included barriers of access to internet connectivity or equipment. OBJECTIVE We aimed to retrospectively survey patients with Huntington's disease (HD) seen via telehealth in our HDSA Center for Excellence Multidisciplinary clinic. We evaluated usability, learnability, interface quality, reliability, and future use. METHODS This qualitative survey used the 21-item Telehealth Usability Questionnaire. Close-ended responses ranged from strongly disagree to strongly agree scored on Likert scale (1 through 7). Averages were calculated to examine attitudes towards telemedicine. Spearman correlation test was performed to detect attitude biases between patients and caregivers. RESULTS Respondents were more likely than not to strongly agree with survey statements. Average attitude score of 5.92 (range 2.95-7.00) suggested favorability and improved convenience when telehealth was used in complement to in-person visits, without detriment to patient-provider communication. Spearman correlation coefficient between patient and family/caregiver groups was 0.023, which is below the cutoff of 0.344 for a = 0.05 at N = 24. This suggests there was no bias between patient and caregiver attitudes. CONCLUSION This study demonstrated telehealth is favored by caregivers and patients with HD. This population with specific physical, cognitive and psychiatric needs can benefit from adaptive systems that enhance compliance.
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Affiliation(s)
- Diksha Mohanty
- University of Louisville School of Medicine, Louisville, KY, USA.,University of Louisville Health, Frazier Rehabilitation Institute, Louisville, KY, USA
| | - Philipp Schmitt
- University of Louisville School of Medicine, Louisville, KY, USA
| | - Laura Dixon
- University of Louisville School of Medicine, Louisville, KY, USA.,University of Louisville Health, Frazier Rehabilitation Institute, Louisville, KY, USA
| | - Victoria Holiday
- University of Louisville School of Medicine, Louisville, KY, USA.,University of Louisville Health, Frazier Rehabilitation Institute, Louisville, KY, USA
| | - Peter Hedera
- University of Louisville School of Medicine, Louisville, KY, USA.,University of Louisville Health, Frazier Rehabilitation Institute, Louisville, KY, USA
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Mitra S, Singh A, Rajendran Deepam S, Asthana MK. Information and communication technology adoption among the older people: A qualitative approach. HEALTH & SOCIAL CARE IN THE COMMUNITY 2022; 30:e6428-e6437. [PMID: 36269139 DOI: 10.1111/hsc.14085] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 04/04/2022] [Revised: 09/16/2022] [Accepted: 10/01/2022] [Indexed: 06/16/2023]
Abstract
Information and communication technology (ICT) can empower the older people and improve their quality of life by sustaining functional independence and effective communication. Nonetheless, in developing countries like India, technology acceptance and use among the older people is limited. Therefore, there is a need to systematically understand the plausible difficulties limiting technology use and the expectations of the older people regarding ICT use. Hence, the present study is a qualitative inquiry to explore the needs, attitudes and perceived limitations of the ICT platforms among the older people. Twenty healthy volunteers across various states of India, between 60 and 75 years were recruited online via purposive sampling. A brief demographic survey was administered online using Google Forms, followed by telephonic semi-structured interviews. Thematic Analysis using inductive and deductive coding was employed to analyse the interview transcripts. Thematic analysis yielded four overarching themes- (i) Usability of ICT, (ii) Anxiety and privacy concerns, (iii) Self-perception of technology use and (iv) Need for technology literacy. The emerging themes reflected the perceptions of the older people towards ICT and identified several psycho-social factors impacting technology acceptance among the older people. The findings suggest that several psychological factors like anxiety, motivation, interest and self-efficacy play a role in technology acceptance among the older people. Additionally, user-friendly interfaces and training on technology use may enhance technology acceptance among older users.
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Affiliation(s)
- Sharmili Mitra
- Department of Humanities and Social Sciences, Indian Institute of Technology, Uttarakhand, India
| | - Anshita Singh
- Department of Psychology, Zakir Hussain Delhi College, Delhi, India
| | - Sambath Rajendran Deepam
- Department of Humanities and Social Sciences, Indian Institute of Technology, Uttarakhand, India
| | - Manish Kumar Asthana
- Department of Humanities and Social Sciences, Indian Institute of Technology, Uttarakhand, India
- Department of Design, Indian Institute of Technology, Uttarakhand, India
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Zhou C, Qian Y, Huang T, Kaner J, Zhang Y. The impact of different age-friendly smart home interface styles on the interaction behavior of elderly users. Front Psychol 2022; 13:935202. [PMID: 36248527 PMCID: PMC9555168 DOI: 10.3389/fpsyg.2022.935202] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/03/2022] [Accepted: 08/24/2022] [Indexed: 11/13/2022] Open
Abstract
Smart homes create a beneficial environment for the lives of elderly people and enhance the quality of their home lives. This study aims to explore the design of age-friendly interfaces that can meet the emotional needs of self-care elderly people from the perspective of functional realization of the operating interface. Sixteen elderly users aged fifty-five and above were selected as subjects with healthy eyes and no excessive drooping eyelids to obscure them. Four representative age-friendly applications with different interface designs were selected from the Android application market as the stimulus material for the experiment, and a total of fifteen pages were browsed independently. During the experiment, the ErgoLAB human-computer environment synchronization cloud platform was used to monitor and record the subjects' multidimensional physiological indicators of eye movements, skin electricity, and heart rate variability when using different styles of mobile application interfaces. Combined with the post-experimental PAD emotion scale data, the preferences of emotional interface design elements of the self-care elderly were analyzed to guide the subsequent design practice. The results show that: on the layout characteristics of the home page, a simple and intuitive multi-column layout or card layout combined with a bottom navigation bar type main navigation is used; on the choice of the main color, a single color with low saturation is used as the main color, with high saturation color accents to play a role in highlighting key information; on the information density of the home page, a moderate proportion of graphics and text is adopted, with low information density; on the arrangement of the page content, they try to give priority to information content with high user relevance.
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Affiliation(s)
- Chengmin Zhou
- College of Furnishings and Industrial Design, Nanjing Forestry University, Nanjing, China
- Jiangsu Co-innovation Center of Efficient Processing and Utilization of Forest Resources, Nanjing, China
- *Correspondence: Chengmin Zhou
| | - Yawen Qian
- College of Furnishings and Industrial Design, Nanjing Forestry University, Nanjing, China
- Jiangsu Co-innovation Center of Efficient Processing and Utilization of Forest Resources, Nanjing, China
| | - Ting Huang
- College of Furnishings and Industrial Design, Nanjing Forestry University, Nanjing, China
- Jiangsu Co-innovation Center of Efficient Processing and Utilization of Forest Resources, Nanjing, China
| | - Jake Kaner
- School of Art and Design, Nottingham Trent University, Nottingham, United Kingdom
| | - Yurong Zhang
- College of Furnishings and Industrial Design, Nanjing Forestry University, Nanjing, China
- Jiangsu Co-innovation Center of Efficient Processing and Utilization of Forest Resources, Nanjing, China
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Mohtar S, Jomhari N, Mustafa MB, Yusoff ZM. Mobile learning: research context, methodologies and future works towards middle-aged adults - a systematic literature review. MULTIMEDIA TOOLS AND APPLICATIONS 2022; 82:11117-11143. [PMID: 36035325 PMCID: PMC9391209 DOI: 10.1007/s11042-022-13698-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 08/02/2021] [Revised: 06/17/2022] [Accepted: 08/15/2022] [Indexed: 06/15/2023]
Abstract
Over the past several years, mobile learning concepts have changed the way people perceived on mobile devices and technology in the learning environment. In earlier days, mobile devices were used mainly for communication purposes. Later, with many new advanced features of mobile devices, they have opened the opportunity for individuals to use them as mediated technology in learning. The traditional way of teaching and learning has shifted into a new learning dimension, where an individual can execute learning and teaching everywhere and anytime. Mobile learning has encouraged lifelong learning, in which everyone can have the opportunity to use mobile learning applications to gain knowledge. However, many of the previous studies on mobile learning have focused on the young and older adults, and less intention on middle-aged adults. In this research, it is targeted for the middle-aged adults which are described as those who are between the ages of 40 to 60. Middle-aged adults typically lead very active lives while at the same time are also very engaged in self-development programs aimed at enhancing their spiritual, emotional, and physical well-being. In this paper, we investigate the methodology used by researchers based on the research context namely, acceptance, adoption, effectiveness, impact, intention of use, readiness, and usability of mobile learning. The research context was coded to the identified methodologies found in the literature. This will help one to understand how mobile learning can be effectively implemented for middle-aged adults in future work. A systematic review was performed using EBSCO Discovery Service, Science Direct, Google Scholar, Scopus, IEEE and ACM databases to identify articles related to mobile learning adoption. A total of 65 journal articles were selected from the years 2016 to 2021 based on Kitchenham systematic review methodology. The result shows there is a need to strengthen research in the field of mobile learning with middle-aged adults.
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Affiliation(s)
- Syahida Mohtar
- Department of Software Engineering, Faculty of Computer Science and Information Technology, Universiti Malaya, 50603 Kuala Lumpur, Malaysia
| | - Nazean Jomhari
- Department of Software Engineering, Faculty of Computer Science and Information Technology, Universiti Malaya, 50603 Kuala Lumpur, Malaysia
| | - Mumtaz Begum Mustafa
- Department of Software Engineering, Faculty of Computer Science and Information Technology, Universiti Malaya, 50603 Kuala Lumpur, Malaysia
| | - Zulkifli Mohd Yusoff
- Department of Al-Quran and Al-Hadith, Academy of Islamic Studies, Universiti Malaya, 50603 Kuala Lumpur, Malaysia
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Mohtar S, Jomhari N, Omar NA, Mustafa MBP, Yusoff ZM. The usability evaluation on mobile learning apps with gamification for middle-aged women. EDUCATION AND INFORMATION TECHNOLOGIES 2022; 28:1189-1210. [PMID: 35912038 PMCID: PMC9307217 DOI: 10.1007/s10639-022-11232-z] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 03/10/2022] [Accepted: 07/10/2022] [Indexed: 06/15/2023]
Abstract
Mobile learning and gamification are becoming increasingly popular, especially in education. Numerous researches suggest that mobile learning apps with gamification can improve student learning. However, there are fewer studies that analyze the gamification effects and usability of mobile apps for middle-aged women. The aim of this study is to propose a new mobile learning app with gamification aspects for the use of middle-aged women in memorizing Arabic words. In the preliminary study, pre and post-tests were conducted to determine the effect of the use of the gamification application on 61 middle-aged women using Kahoot! game. The results from the Kahoot! game shows that participants enjoy learning and can memorize Arabic words effectively, indicating that gamification can motivate learning among middle-aged women. Then the usability of a new mobile app prototype containing learning notes and quizzes for user self-learning purposes was evaluated using three (3) criteria namely effectiveness, efficiency, and satisfaction. The considered indicators to measure the application's effectiveness are (a) tapping behaviour (number of taps used to perform a specific task), (b) number of attempts (how many times users tried to complete the task successfully), and (c) quiz score (score obtained by user after self-learning using the mobile app). Two variables were used to measure the efficiency of the application: the duration of task completion and the number of requests for help. In order to evaluate the satisfaction, a questionnaire was used to determine how respondents rated the mobile app's usability. The usability evaluation results show that the proposed mobile app was effective as users could utilize all the modules provided and successfully answer the quiz questions.
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Affiliation(s)
- Syahida Mohtar
- Department of Software Engineering, Faculty of Information & Communication Technology, Universiti Teknikal Malaysia Melaka Hang Tuah Jaya, Durian Tunggal, 76100 Melaka, Malaysia
| | - Nazean Jomhari
- Department of Software Engineering, Faculty of Computer Science and Information Technology, Universiti Malaya, 50603 Kuala Lumpur, Malaysia
| | - Nor Azyra Omar
- Department of Software Engineering, Faculty of Computer Science and Information Technology, Universiti Malaya, 50603 Kuala Lumpur, Malaysia
| | - Mumtaz Begum Peer Mustafa
- Department of Software Engineering, Faculty of Computer Science and Information Technology, Universiti Malaya, 50603 Kuala Lumpur, Malaysia
| | - Zulkifli Mohd Yusoff
- Department of Al-Quran and Al-Hadith, Academy of Islamic Studies, Universiti Malaya, 50603 Kuala Lumpur, Malaysia
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Yu RWL, Chan AHS. Meta-analysis of the effects of game types and devices on older adults-video game interaction: Implications for video game training on cognition. APPLIED ERGONOMICS 2021; 96:103477. [PMID: 34107433 DOI: 10.1016/j.apergo.2021.103477] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 12/22/2020] [Revised: 05/24/2021] [Accepted: 05/25/2021] [Indexed: 06/12/2023]
Abstract
Video game training can effectively improve the cognition of older adults. However, whether video game types and game devices influence the training effects of video games remains controversial. This meta-analysis aimed to access and evaluate the effects of video game types and game devices in video game training on the cognition of older adults. Interestingly, results indicated that mouse/keyboard was superior over other video game devices on perceptual-motor function. The effect size (Hedge's g) for perceptual-motor function decreased by 1.777 and 1.722 when the video game training device changed from mouse/keyboard to driving simulator and motion controller. The effects of cognitive training game and conventional video game were moderated by session length. More well-designed studies are required to clarify the unique efficacy of video game types and devices for older adults with video game training.
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Affiliation(s)
- Rita Wing Lam Yu
- Department of Advanced Design and Systems Engineering, City University of Hong Kong, Kowloon, Hong Kong.
| | - Alan Hoi Shou Chan
- Department of Advanced Design and Systems Engineering, City University of Hong Kong, Kowloon, Hong Kong.
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Chen K, Lou VWQ, Lo SSC. Exploring the acceptance of tablets usage for cognitive training among older people with cognitive impairments: A mixed-methods study. APPLIED ERGONOMICS 2021; 93:103381. [PMID: 33578065 DOI: 10.1016/j.apergo.2021.103381] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 12/20/2019] [Revised: 10/22/2020] [Accepted: 01/29/2021] [Indexed: 06/12/2023]
Abstract
This study investigated the acceptance of tablets technology among cognitively impaired older adults from individual and contextual levels when used in cognitive training. A convergent parallel mixed-methods design, comprising a post-usage questionnaire survey and focus groups, was used for data collection. A number of 57 community-dwelling cognitively impaired older people in Hong Kong completed an eight-week, home-based cognitive training using tablets delivered by older volunteers. The acceptance of the tablet usage for cognitive training was evaluated using questionnaire survey. Focus groups were conducted with participants, volunteers, and social workers to explore their experiences of tablet usage for cognitive training. Results indicated that attitudes toward tablets and facilitating conditions were predictors of intention to use tablets at the individual level. Tablets were perceived as beneficial on cognition, enjoyment, learning, social relationships, and communication. Contextual level factors that can encourage tablets usage include capacity building, empowerment, supports from the organization, and trust.
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Affiliation(s)
- Ke Chen
- Sau Po Centre on Ageing, University of Hong Kong, Hong Kong, China.
| | - Vivian Wei Qun Lou
- Sau Po Centre on Ageing, University of Hong Kong, Hong Kong, China; Department of Social Work and Social Administration, University of Hong Kong, Hong Kong, China.
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