iman PhD qualifying

iman PhD qualifying

my qualifying presentation

2c26e33da96f53fa441e5382d734936f?s=128

Iman Khaghanifar

December 09, 2012
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Transcript

  1. Persuasion  Technology   for  Ac3ve  Ageing   Iman  Khaghani  Far

      Advisor:  Prof.    Fabio  Casa3   Co-­‐advisor:  Dr.  Nicola  De  Pisapia     Meta-­‐Design  for  developing  persuasive  training   applica3ons   for  the  personal  wellbeing  of  the  elderly   University  of  Trento  –  DISI  –  10  Dec  2012  
  2. Ageing  cause   Cogni3ve  Decline  [2]   -  Vision  

    -  Hearing   -  Memory   Physical  Decline  [3]   -  Strength   -  Balance   Social  Isola3on   Social   Cogni3ve   Physical  
  3. Li#le  Story…   Why  2  years?  

  4. Physical   Memory   Hearing   Vision   ASen3on  

    Adolescent  1   Adolescent  2   Frail  Elder  1   Frail  Elder  2   (Dr.  Allen  Jackson,  2002)  –  Adolescents  and  Elderly   Heterogeneous  popula4on   Ability   PROBLEM   3  
  5. Prescribe   Training     Exercises   Persuasive  Training  Applica3on

      Different   exercises   Training  plan   visualiza3on   Exercises’   metrics   Persuasion   strategies   4  
  6. GOAL   Enabling  (ICT  developers,   Healthcare  experts)  to  easily

      develop  tailored  persuasive   training  applica4ons  for  the   elderly   5  
  7. GOAL   TP  Template  Repo   Component   Repo  

    Exercises’  Metrics   Tailored  TP  App   User   management   Dev  API   Social  Training   Persuasive  Design   Methodology   1. Gamified  Training   2. Individual  Training   3. Collabora3ve  Training   4. Compe33ve  Training   7  
  8. Research  Challenges   How  to  model  Training  Plan   and

     its  variable  exercises?   How  to  model  Social   Network  for   Compe33on  and   collabora3on  ?   How  to  model   metrics  obtained   from  exercises?   How  to  support  different   visualiza3ons?   How  to  Support   Gamifica3on   8  
  9. Computer  Mediated  Persuasion  system     Gamifica3on   State  of

     the  Art   9  
  10. •  Senior  Friendly  UI   [14,  15,  16,  17,  19]

          •  Serious  Games     – Rehabilita4on  [23]     – Neurorehabilita4on  [7]   •  Gamifica4on  [24]   State  of  the  Art   Friendly  UI   Social   Network   Context   Aware   Aler3ng   System   Gamifica3on   10  
  11. State  of  the  Art   Friendly  UI   Gamifica3on  

    Social   Network   Context   Aware   Aler3ng   System   • Norma3ve  Influence   -  Collabora3on  [30]   -  Compe33on  [29]   ElderGame    (gamberini  et  al.,  2009)   11  
  12. •  Adaptable  exercises  [15]   •  System  Prompts    

    – Medical  Compliance  [34]     – Persuasive  Messages  [35]   State  of  the  Art   Friendly  UI   Gamifica3on   Social   Network   Context   Aware   Aler3ng   System   12  
  13. How  can  Patricia  build  tailored  persuasive  training   applica3on  quickly?

      Let’s  Review…   Persuasive  Training  Applica4on   Senior  Friendly   UI   Gamifica3on   Social   Network   Adaptability   Reminders   Elder’s  Heterogeneity   Physical   Cogni3ve   Interest   Taste   +   13  
  14. Proposed  High  Level  Architecture   Approach:  Meta  Design   Customizable

     &  reusable   •  Visualiza4ons   •  Progress   •  Social  Training   •  Collabora3ve   •  Compe33ve   •  Gamifica4on   •  Incen3ves   •  Achievement   •  System  Prompts   •  Praise   •  Reminders     14  
  15. Preliminary  Results   Cogni3ve  Training  Plan  [36]   Strength  and

     Balance  Training  Plan  [12]   Exercises:   Exercises:   Visualiza3on:   Visualiza3on:   Metrics:   Metrics:   User  feedback   (Game)   (Instruc3on)   Photo  gallery   Growing  flower   Mountain  hiking   Game  score   We  analyzed  the  requirements  of   these  two  real  scenarios   15  
  16. First  Conceptual  Model   Preliminary  Results   16  

  17. Research  Plan   ICT-­‐  DISI   Cogni3ve  Science  (cogni3ve  training)

      &  ETH  Zurich  (physical  training)   TP  Model   Social  Net   Model   Exercise   Indicators   Model   Implemen3ng   core  system   Philips  (soon)   Case  Study:  Varia3on  of  Ac3ve  Brain  à   17  
  18. Valida3on   Meta   Design   Persuasion   Strategies  

    Suppor3ng   Exercises   Suppor3ng   Exercise   Metrics   Suppor3ng   Visualiza3ons   Suppor3ng   social   training   18  
  19. Thank  you    Ques4ons  ?   Summary   Why?  

    •  Elders  Heterogeneity   •  Time  consuming  development     •  Lack  of  persuasive  methodology   What?   •  Meta-­‐Design  for  developing   tailored  persuasive  training   applica3ons   How?   •  Conceptual  model  of  TP  and  exercises   •  Conceptual  model  of  exercises  metrics   •  Conceptual  model  of  social  training   •  Pluggable  plaoorm  and  reusable   persuasive  components   For  whom?   •  ICT  developers  and  healthcare   experts  who  develop  training   applica3ons  for  ac3ve  ageing  
  20. None
  21. Presenta3on   Business  Logic   Data  Layer   Ac3veBrain  

    TP  1   TP  2   TP  n   TP-­‐  Agnos4c   Presenta3on   Business  Logic   Data  Layer   Physical  Ex   TP-­‐  Agnos4c   URL   Callback(score)   Component  Reuse  (Online)   Callback(void)   URL  
  22. •  Senior  Friendly  UI   –  Familiar  Content  [14,  15]

      –  Simplicity  [16,  17]   –  Direct  Interac4on  [19]   •  Games     –  Senior  Friendly  Games  [21]     –  Serious  Games     •  Rehabilita4on  [23]     •  Neurorehabilita4on  [7]   –  Gamifica4on  [24]   State  of  the  Art   Friendly  UI   Social   Network   Context   Aware   Aler3ng   System   Gamifica3on   10  
  23. State  of  the  Art   Friendly  UI   Gamifica3on  

    Social   Network   Context   Aware   Aler3ng   System   • Social  Support  [14]   -  Managed  Networks   -  Openendedness   • Norma3ve  Influence   -  Collabora3on  [30]   -  Compe33on  [29]   • Social  Learning  [23]   ElderGame    (gamberini  et  al.,  2009)   11  
  24. •  Mul3modal  Interfaces  [15]   •  Adaptable  exercises  [15]  

    •  System  Prompts     – Telephonic  follow-­‐up  [33]]   – Medical  Compliance  [34]     – Persuasive  Messages  [35]   State  of  the  Art   Friendly  UI   Gamifica3on   Social   Network   Context   Aware   Aler3ng   System   12  
  25. References     [2]Luciano  Gamberini  et  al.  Cogni3on,  technology  and

     games  for  the  elderly:  An   introduc3on  to  ELDERGAMES  Project.  PsychNology  Journal,  4(3):285–308,  2006.     [3]  Miriam  E  Nelson  et  al.  The  effects  of  mul3dimensional  home-­‐based  exercise  on   func3onal  performance  in  elderly  people.  The  journals  of  gerontology.  Series  A,   Biological  sciences  and  medical  sciences,  59(2):154–60,  February  2004.     [14]  Natalia  Romero,  Janienke  Sturm,  Tilde  Bekker,  Linda  de  Valk,  and  Sander   Kruitwagen.  Playful  persuasion  to  support  older  adultsaˆA  ̆Z  ́  social  and  physical   ac3vi3es.  Interac3ng  with  Computers,  22(6):485–495,  November  2010.     [15]  Changhoon  Park.  Intelligent  Interface  for  Elderly  Games.  Universal  Access  in   Human-­‐Computer  Interac3on.  Intelligent  and  Ubiquitous  Interac3on  Environments,   pages  704–710,  2009.     [17]  ACA  del  Valle  and  Marion  Mesnage.  Globally  suppor3ng  the  elderly  well-­‐being   using  suitable  HCI.  Interac3on,  2:3–5,  2005.     [19]  Ana  Vasconcelos,  PA  Silva,  and  J  Caseiro.  Designing  tablet-­‐based  games  for   seniors:  the  example  of  CogniPlay,  a  cogni3ve  gaming  plaoorm.  .  .  .  on  Fun  and  Games,   3,  2012.     [21]  Courtney  Aison,  Gideon  Davis,  and  Jennifer  Milner.  Appeal  and  interest  of  video   game  use  among  the  elderly.  of  Educa3on,(May  2002),  i-­‐28.,  2002.          
  26. References  2   [23]  Paula  Rego,  P.M.  Moreira,  and  L.P.

     Reis.  Serious  games  for  rehabilita3on:  A   survey  and  a  classifica3on  towards  a  taxonomy.  In  Informa3on  Systems  and   Technologies  (CISTI),  2010  5th  Iberian  Conference  on,  pages  1–6.  IEEE,  2010.     [7]  JC  Perry,  Julien  Andureu,  and  FI  Cavallaro.  Effec3ve  game  use  in   neurorehabilita3on:  user-­‐centered  perspec3ves.  of  Research  on,  pages  1–44,  2010.     [24]  AS  Panic.  Addressing  pa3ent  mo3va3on  in  virtual  reality  based  neurocogni3ve   rehabilita3on.  (August),  2010.     [14]  Natalia  Romero,  Janienke  Sturm,  Tilde  Bekker,  Linda  de  Valk,  and  Sander   Kruitwagen.  Playful  persuasion  to  support  older  adultsaˆA  ̆Z  ́  social  and  physical   ac3vi3es.  Interac3ng  with  Computers,  22(6):485–495,  November  2010.     [30]  Eng  Tat  Khoo,  Adrian  David  Cheok,  Ta  Huynh  Duy  Nguyen,  and  Zhigeng  Pan.  Age   invaders:  social  and  physical  inter-­‐genera3onal  mixed  reality  family  entertainment.   Virtual  Reality,  12(1):3–16,  March  2008.     [29]  Luciano  Gamberini  et  al.  Eldergames  project:  An  innova3ve  mixed  reality  table-­‐ top  solu3on  to  preserve  cogni3ve  func3ons  in  elderly  people.  In  Human  System   Interac3ons,  2009.  HSI’09.  2nd  Conference  on,  pages  164–169.  Ieee,  2009.     [23]  Paula  Rego,  P.M.  Moreira,  and  L.P.  Reis.  Serious  games  for  rehabilita3on:  A   survey  and  a  classifica3on  towards  a  taxonomy.  In  Informa3on  Systems  and   Technologies  (CISTI),  2010  5th  Iberian  Conference  on,  pages  1–6.  IEEE,  2010.     [15]  Changhoon  Park.  Intelligent  Interface  for  Elderly  Games.  Universal  Access  in   Human-­‐Computer  Interac3on.  Intelligent  and  Ubiquitous  Interac3on  Environments,   pages  704–710,  2009.      
  27. References  3   [33]  WR  GarneS,  LJ  Davis,  JM  McKenney,

     and  KC  Steiner.  Effect  of  telephone  follow-­‐up   on  medica3on  compliance.  American  Journal  of  Health-­‐System  Pharmacy,  38(5):676–679,   1981.     [34]  S.  Kripalani,  X.  Yao,  and  R.B.  Haynes.  Interven3ons  to  enhance  medica3on  adherence   in  chronic  medical  condi3ons:  a  systema3c  review.  Archives  of  internal  medicine,  167(6): 540,  2007.     [35]  R.  de  Oliveira,  Mauro  Cherubini,  and  Nuria  Oliver.  MoviPill:  improving  medica3on   compliance  for  elders  using  a  mobile  persuasive  social  game.  In  Proceedings  of  the  12th   ACM  interna3onal  conference  on  Ubiquitous  compu3ng,  pages  251–260.  ACM,  2010.     [12]  P.  Silveira,  F.  Daniel,  F.  Casa3,  E.  van  het  Reve,  and  E.D.  de  Bruin.  Ac3velifestyle:  an   applica3on  to  help  elders  stay  physically  and  socially  ac3ve.     [36]  I  Khaghani  Far,  P  Silveira,  Fabio  Casa3,  and  M  Baez.  Unifying  Plaoorm  for  the   Physical,  Mental  and  Social  Well-­‐Being  of  the  Elderly.  Embedded  and  Mul3media  ...,   2012.      
  28. Goal:  Stretch   •  User  studies  in  coopera3on  with  “Department

     of  Cogni3ve   Science”  Trento  and  “Ins3tute  of  Human  movement,   Science  and  Sports”  ETH  Zurich   –  Gamifica3on  (Gamified  Training,  Serious  games)   –  Social  Groups  [Compe33ve,  collabora3ve]  training   –  Exercise  metrics   ICT-­‐  DISI   Cogni3ve  Science   &  ETH  Zurich  
  29. High  Level  Architecture   1.  Component  Pool   •  Exercise

      •  Achievement   •  Progress  Visualiza3on   2.  TP  Builder  Unit   •  Plan  exercise   •  Plan  achievement   •  Assign  visualiza3on   •  Plan  system  prompts   3.  User  Management   •  Create  Individual  Plan   •  Create  Collabora3ve  Plan   •  Create  Compe33ve  Plan   4.  Trainee  Training  Plan   •   follow  exercises   •  Collaborate,  Compete   5.  Trainee  Performance   •  Game  Score   •  User  feedback   •  …   Approach:  Meta-­‐Design   Cooperate   Cooperate  
  30. None
  31. •  Familiar  Content   –  Use  context  similar  to  real

     life  persuade  the  user  (Bj   Fogg,  2002)   –  Familiar  interface  persuade  the  elderly  (Romero  et  al.   2010),  (Park,  2009)   •  Simplicity   –  Replacing  text  with  Icons  (Tsai,  2009)   –  No  pre-­‐learning  (Vale  et  al.,  2005)   •  Direct  Interac4on   –  Mul3-­‐touch  (Loureiro  et  al,  2011)   –  Natural  User  Interfaces  (Vasconcelos  et  al,  2012)   State  of  the  Art   Friendly  UI   Gamifica3on   Social   Network   Context   Aware   Aler3ng   System  
  32. •  Computer  Games   –  Most  appealing  computer  soxware  (Whitcomb,

     1990)   •  Senior  friendly  games   –  Distant  from  viola3on,  Musical,  Historical  BG  (Aison  et  al.  2002)   –  Challenge  and  compe33on  (SchuSer,  2010)   –  Social  Contact  and  face2face  connec3on  (Ijesselsteijn  et  al,   2007)   •  Serious  Games     –  Rehabilita3on  (Rego,  2010)   –  Neororehabilita3on  (Perry,  2010)   •  Gamifica4on   –  Gamified  rehabilita3on  system  (Panic,  2010)   State  of  the  Art   Friendly  UI   Gamifica3on   Social   Network   Context   Aware   Aler3ng   System