Patients were positive to using video games in rehabilitation. A sample size of 72 patients (24 per group) would be appropriate for a full study.
Social media sites, as participatory artistic online platforms, have become popular spaces for amateur artists to exchange the creative artefacts of animation, comics and games (ACG) with others. Online social media platforms for ACG amateur artists offer interactive features for communication, information exchange and distance learning to facilitate connections among amateur artists worldwide. However, not too much of the available research has regarded investigating the determinative factors of ACG users' behavior on social media. By integrating aspects of perceived interactivity and users' willingness to exchange information, this study formulated a concept model to investigate the prerequisite factors of users' "continuance use intention" on ACG social media sites. The snowballing method was used to recruit 367 participants who had experience in creating ACG works and using more than two ACG social media sites from the Japanese sub-cultural communities at a university in Northern Taiwan. The results of this study provided empirical evidence supporting perceived interactivity as a prerequisite factor for extending the technology acceptance model (TAM), perceiving interactivity, and supporting indicators such as continuance use intentions and the willingness to exchange information on ACG social media sites.
The aim of this study was to explore the relationship between caregivers’ stress loads and dementia patient behavior, including the correlation of “patient behavior” (severity and frequency), “social care system”, and “stress levels of caregivers”. The research method was based on the analysis of survey data collected at a dementia specialist outpatient clinic of a medical center in southern Taiwan from November 2013 to May 2015. Those surveyed by the center included patients who visited the hospital, and their caregivers completed a questionnaire survey. During the study period, a total of 558 questionnaires for 279 pairs were distributed, and all questionnaires were recovered. According to the survey statistics, the average age of the caregivers interviewed was 53.1 years; women accounted for 61.3% of respondents, and the duration of care exceeded three years. In terms of education, most respondents were college/university graduates. The most common surveyed relationship was that of children acting as the caregiver to a parent, and the average age of the patients was 77.73 years. Most caregivers were found to live with the patients (75.3%). In terms of severity and frequency, the surveyed items with the highest average scores were both the “delusion” item of the “patient behavior” facet, the “mental support”(mean = 1.97; standard deviation, SD = 0.869) item of the “social care system” facet, and the “social life stress” (mean = 2.26, SD = 1.510) item of the “Stress levels of caregivers” facet. The research results show that the “patient behavior” and “Stress levels of caregivers” facets have a significant positive correlation, and the “social care system” and “Stress levels of caregivers” facets have a significant negative correlation. In the future, priority of service planning and implementation of long–term policy should be given to home care, since this is a cultural characteristic of Taiwan. In circumstances where a primary caregiver takes care of family members, the patient’s behavior, length of care, mental support, and social life issues are key items that should be considered in the social welfare control service to alleviate the load of dementia patients on family caregivers.
Abstract. Small touch screens are widely used in applications such as bank ATMs, point-of-sale terminals, ticket vending machines, facsimiles, and home automation in the daily life. It is intuition-oriented and easy to operate. There are a lot of elements that affect the small screen touch performance. One of the essential parts is icon feedback. However, to merely achieve beautiful icon feedback appearance and create interesting interaction experience, many interface designers ignore the real user needs. It is critical for them to trade off the icon feedback type associated with the different users needs in the touch interaction. This is especially important when the user capability is very limited. This paper described a pilot study for identifying factors that determine the icon feedback usability on small touch screen in four older adult Cognitrone groups since current research aimed mostly at general icon guidelines and recommendations and failed to consider and define the specific needs of small touch screen interfaces for the elderly. In this paper, we presented a concept from the focus on human necessity and use a cognitive assessment tool, which is, Cognitrone test, to measure older adult's attention and concentration capability and learn more about how to evaluate and design suitable small screen icon feedback types. Forty-five elder participants were participated. Each subject was asked to complete a battery of Cognitrone tests and divided into 4 groups. Each subject was also requested to perform a set of 'continuous touch' usability tasks on small touch screen and comment on open-ended questions. Results are discussed with respect to the perceptual and cognitive factors that influence older adults in the use of icon feedback on small touch screen. It showed significant associations between icon feedback performance and factors of attention and concentration. However, this interrelation was much stronger for the Group 2 and Group 4, especially for Type B, Type C and Type G. Moreover, consistent with previous research, older participants were less sensitive and required longer time to adapt to the high-detailed icon feedback. These results are discussed in terms of icon feedback design strategies for interface designers.
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