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Rehabilitation Practice and Science

Translated Title

高齡者智慧照護科技與互動藝術環境設計探討

Abstract

Background and Purpose: People who age successfully should exhibit healthy function in physiological, psychological, and social domains. They should demonstrate independence in daily living, proper cognitive function without depression, and the ability to participate in community activities, as well as maintain favorable interpersonal relationships with others to enjoy living. Material and Methods: In this study, for promoting the successful aging of elderly residents of Chang Gung Silver Village, we developed six smart devices that involve combining an interactive art environment with exergames and health administration: "Interactive Wall with Life Memories", "Interactive Floor Kick and Play", "Interactive Table with Musical Pots", "Fun Cube", "Ten Pretty Passes of the Bull", and "Loud Singer". Their design combines IC technology, arts, and medicine with virtual augmentation. We invited the elderly residents to participate in the application of these exergames, thereby increasing their physical activity and improving their physiological conditions. They were also requested to complete a technology acceptance model questionnaire for these smart devices. Results: In total, 41 elderly people (15male, 26 female) completed the program. Their mean age was 79.5±17.5 years. Statistical analysis showed that the design quality and interface positively raised awareness of fun for the elderly participants in five of the smart devices related to physical activity (p<0.001); the exception was "Fun Cube," which was designed to enhance cognitive ability. However, awareness of fun was not the main factor affecting their willingness to use the devices. The participants perceived a positive impact of usefulness in the devices designed to promote both physical and mental health. The results showed that "Interactive Floor Kick and Play", "Interactive Table with Music Pots", and "Loud Singer" were the most effective in providing the elderly residents with the pleasure of use and promoting health. Conclusion: This study found that in the application of smart devices that combine interactive art environment with exergames and health administration for elderly people, awareness of fun is not the main factor affecting their willingness to use it. Perceived usefulness for both physical and mental health positively affects their willingness to use the devices.

Language

Traditional Chinese

First Page

225

Last Page

237

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