The CARE/ERS System: Developing and Evaluating Smart Homes for Autism

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Description
An investigation of the Caregiver Autism Residential E-health (CARE) system composed of low-cost, end-user deployable smart home technology and accompanying heuristics for rule-based models of human behavior has been evaluated for its potential as an empowering assistive technology with the

An investigation of the Caregiver Autism Residential E-health (CARE) system composed of low-cost, end-user deployable smart home technology and accompanying heuristics for rule-based models of human behavior has been evaluated for its potential as an empowering assistive technology with the capacity to enhance the well-being of people living with autism, their caregivers, and family members. It allows adults living with autism to create personalized smart home interventions that provide motivational support and is accompanied by guidelines for a safe and effective means of behavioral change. This investigation contributes a participatory co-design approach which addresses both the role of flexibility for the dynamic needs of the individual while offering strategies for dealing with the challenges of designing assistive smart home technologies for the needs of individuals across the wide range of autism spectrum disorders.
Date Created
2013-05
Agent

Ultrasound on the Central Nervous System

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Description
Ultrasound is a sound wave that produces acoustic pressure and is most commonly known as a noninvasive technique for bodily imaging. However, high-intensity focused ultrasound can be used for noninvasive physiotherapy. An example of this the treatment of tumors in

Ultrasound is a sound wave that produces acoustic pressure and is most commonly known as a noninvasive technique for bodily imaging. However, high-intensity focused ultrasound can be used for noninvasive physiotherapy. An example of this the treatment of tumors in the kidneys, as the sound waves of HIFU interacts with tissues in the body. For this thesis, the necessary parameters for ultrasonic stimulation of the central nervous system in rats were characterized.
Date Created
2013-05
Agent

Game as Life, Life as Game: A Study on Successful Behavior Change with Ubiquitous Computing

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Description
Abstract Whether it is an abandoned New Year's Resolution or difficulty controlling procrastination, most can attest to failing to meet a goal. With ubiquitous computing, there is potential to support users' goals on a constant basis with pervasive technology elements

Abstract Whether it is an abandoned New Year's Resolution or difficulty controlling procrastination, most can attest to failing to meet a goal. With ubiquitous computing, there is potential to support users' goals on a constant basis with pervasive technology elements such as integrated sensors and software. This study serves as a pilot for the behavior change component of a ubiquitous system, Game as Life, Life as Game (GALLAG), and how goal creation and motivation can be positively altered with the inclusion of a specific framework for users to follow. The study looked to find the efficacy of support tools (goal creation, reflection on past experience, and behavior change techniques and self-tracking) on creating a plan to reach a behavior goal, without the help of technology. Technology was ignored to focus on the effect of a framework for goal and plan generation. Over two weeks, there were 11 participants in the study; data collected was qualitative in the form of three video-recorded interview sessions, with quantitative data in the form of surveys. Participants were presented with support tools and tasked with picking a goal to work towards, as well as creating a plan to reach that goal. It was found that users struggled to create specific and detailed plans, even with the support tools provided, but this improved after the first meeting. Past experience was the most helpful support tool for creating better plans, however participants used this tool before being briefed on it. These results suggest a system should incorporate behavior change, self-tracking, and past experience earlier in the plan creation experience, allowing users a more concrete knowledge of these tools before beginning plan creation. By including these ideas in a framework, GALLAG can later implement that framework to better support users with a physical system. Keywords: behavior change, goal creation, motivation, self-efficacy, ubiquitous computing, pervasive game, human computer interaction
Date Created
2014-05
Agent