Abstract-We conducted five focus groups with seniors and middle-aged participants who live independently in their own homes to assess the potential value of a home-centered medication reminder system concept. The medication reminder system was conceptualized as a system that uses a television and set-top box, mobile phones and other in-home accessories as a means to set and deliver medication reminders. We found that the main value perceived by participants in the medication reminder system was its ability to provide multiple channels for them to be reminded of medications. The mobile phone, due to its advantages in portability and privacy, was considered to be the most useful device on which to receive reminders. Most participants saw value in receiving secondary reminders on other devices in their home such as the TV, PC, and other in-home accessories. Design implications along with other findings about the challenges faced by participants in managing their medications are discussed.
The use of speech recognition in gaming applications is not entirely new. The growth of voice as a part of gaming has exploded largely due to the popularity of online player matchmaking services such as Xbox Live. Yet, the majority of its use is only limited to communications between players to coordinate game play activities through the use of a headset and a microphone.To further explore the possibilities of using speech recognition to affect game play directly, Motorola has partnered with GamePipe Labs at the University of Southern California. This collaboration aims at leveraging the capabilities of VoiceXML (VXML), and use interactive voice dialogues to directly affect game play on mobile phones. This short paper describes the efforts taken under this initiative, and the results of this collaboration.
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