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Enhance daily live and health of elderly people
Author(s) -
Panagiotis Kostopoulos,
Athanasios I. Kyritsis,
Vincent Ricard,
Michel Deriaz,
Dimitri Konstantas
Publication year - 2018
Publication title -
procedia computer science
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.334
H-Index - 76
ISSN - 1877-0509
DOI - 10.1016/j.procs.2018.04.097
Subject(s) - feeling , mood swing , set (abstract data type) , mood , activities of daily living , quality of life (healthcare) , action (physics) , order (exchange) , isolation (microbiology) , elderly people , value (mathematics) , mental health , computer science , psychology , gerontology , medicine , social psychology , business , psychiatry , psychotherapist , physics , finance , quantum mechanics , machine learning , microbiology and biotechnology , biology , programming language
As people get older, they tend to become more and more vulnerable to physical disabilities and mental illnesses. In order to prevent the deterioration of their quality of life we have created a system that helps elderly to sustain and extend their activities of daily living (ADL). Older people, especially those who may have just left the working environment, can suffer a sense of loss, particularly of value, purpose, confidence. This can lead to mood swings, isolation and possibly depression. The EDLAH2 (Enhance Daily Live And Health) project tries to combat these negative experiences of elderly people and give the opportunity for a fuller lifestyle. These older adults have a determination to live in their homes and enjoy living in their homes for as long as they can. The idea of the system presented in this paper is to bring an increased level of motivation, interest and engagement into areas that may be important but mundane. This results in a greater drive to be involved in this area of action and a positive feeling when rewards are achieved. EDLAH2 enables the continuity of motivation for elderly people. We set goals and achievements in line with realistic expectations for the older adults and importantly, we provide a guide to their well being improvement. Finally we utilize gamification in order to reinforce the elderly people to stay active and improve their well-being.

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