We present an eyeglass-type wearable device that has light emitting diode (LED) indicators on the frame of it. The device produces lighting patterns of 14 RGB LEDs near user's eyes as guiding information. Since installed LEDs on the frame of glasses are light and saving power, it is feasible to develop it for daily use. On the other hand, it cannot provide rich information such as text or images. In this study, we aim to realize a remote assistive system that provides assistive commands by lighting patterns of the eyeglass-type device from remote sites. Especially, we consider elderlies who are suffering from mild cognitive impairment as users. They would be one of potential user groups since the device does not block their sights by text or images and it can be worn in daily life without the additional sense of restraint. This paper explains our conceptual assistive system structure, a prototype eyeglass-type device with near-eye LED indicators and usability experimentation in simple navigational tasks.
More than 60 percentage of fatal accidents while riding a bicycle is caused by elderly people over 65 years old. The main cause is the detection delay of approaching vehicle caused by the decrease of cognitive function due to aging. In this paper, we propose an approaching vehicle detection method using a smartphone aiming to support bicycle operation to prevent elderly people from fatal accidents while riding a bicycle vehicle. Among various sensors embedded in a smartphone, we focus on microphone as the most suitable sensor for detecting an approaching vehicle. We collected sound data in a real environment and created an approaching vehicle detection model by using machine learning. Finally, as a result of accuracy evaluation with 10-fold cross-validation, we confirmed that it can detect approaching vehicle with an average F-value of 97.4 [%].
Gamification has been used for many years, as a major factor to enhance user's engagement in non-game context. This study focuses on design of an online peer support application to improve presentation skills among young unemployed users. Furthermore, the gamification principles such as pointing system and leaderboard panel are integrated into the design to encourage users for different activities. Remote test is conducted with 47 test subjects to investigate their attitudes toward gamification elements in the design. Pilot and assessment test are conducted with 5 and 7 test subjects to find usability flaws. The study results show significant user engagement after revealing the gamification elements in the system. Furthermore, the usability problems in the design are investigated. I.
This paper describes design of elderly-user-friendly multi-mode user interface with different modules. Use of eye glasses is common among senior citizens, and it inspired us to implement interface modules on it. Indicator-based Glasses contains the Eye Blinking Detection module integrated with visual cues indicators as system feedback. The multi-mode interface provides five interaction channels by proposing audio input/output modules and Android application on smartphone device. The VoiceXML Dialog Manager implementation (VoiceON) is described and proposed for speech enabled computer initiated dialogues. Senior citizens suffering from mild and moderate dementia are the primary target group of the proposed system. The human factors of the multi-mode interface will be tested in experiment with senior citizens, and different scenarios will be evaluated.
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