Browsing by Author "Kreiner, K."
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Item Metadata only Development and Evaluation of Cognitive Games to Promote Health and Wellbeing in Elderly People with Mild Cognitive Impairment(IOS Press, 2018) Scase, M. O.; Kreiner, K.; Ascolese, A.Background: In Europe the number of elderly people is increasing. This population growth has resulted in higher healthcare costs. The purpose of this project was to try to promote active ageing in people aged 65-80 with mild cognitive impairment through cognitive games delivered via a tablet computer. Objectives: Age-appropriate cognitive games were developed targeting different aspects of cognition and then experiences of elderly people using these games were evaluated. Methods: The design of games was developed through iterative user-centered design focus groups with elderly people as participants. The experiences of participants playing the games over a 47 day period were explored through semi-structured interviews. Results: Four games were developed that addressed a range of cognitive functions such as perception, attention, memory, language, comprehension and executive function. The participants were able to play these games without external intervention over an extended period and reported positively on their experiences . Conclusion: Cognitive games can be used successfully by people with mild cognitive impairment to promote active ageing.Item Open Access Development of and adherence to a computer-based gamified environment designed to promote health and wellbeing in older people with mild cognitive impairment.(IOS Press, 2017-05) Scase, M. O.; Marandure, B. N.; Hancox, J.; Kreiner, K.; Hanke, S.; Kropf, J.Background: The older population of Europe is increasing and there has been a corresponding increase in long term care costs. This project sought to promote active ageing by delivering tasks via a tablet computer to participants aged 65-80 with mild cognitive impairment. Objectives: An age-appropriate gamified environment was developed and adherence to this solution was assessed through an intervention. Methods: The gamified environment was developed through focus groups. Mixed methods were used in the intervention with the time spent engaging with applications recorded supplemented by participant interviews to gauge adherence. There were two groups of participants: one living in a retirement village and the other living separately across a city. Results: The retirement village participants engaged in more than three times the number of game sessions compared to the other group possibly because of different social arrangements between the groups. Conclusion: A gamified environment can help older people engage in computer-based applications. However, social community factors influence adherence in a longer term intervention.Item Embargo Reasoning and Data Representation in a Health and Lifestyle Support System(European Federation for Medical Informatics (EFMI) and IOS Press, 2017-04) Hanke, S.; Kreiner, K.; Kropf, J.; Scase, M. O.; Gossy, C.Case-based reasoning and data interpretation is an artificial intelligence approach that capitalizes on past experience to solve current problems and this can be used as a method for practical intelligent systems. Case-based data reasoning is able to provide decision support for experts and clinicians in health systems as well as lifestyle systems. In this project we were focusing on developing a solution for healthy ageing considering daily activities, nutrition as well as cognitive activities. The data analysis of the reasoner followed state of the art guidelines from clinical practice. Guidelines provide a general framework to guide clinicians, and require consequent background knowledge to become operational, which is precisely the kind of information recorded in practice cases; cases complement guidelines very well and helps to interpret them. It is expected that the interest in case-based reasoning systems in the health.