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Record W4403475285 · doi:10.4017/gt.2024.23.s.1129.pp

Exploring the physical, social and educational benefits of virtual reality exergame for people with dementia through co-designing to promote hand hygiene and influenza vaccine uptake

2024· article· en· W4403475285 on OpenAlex

Why this work is in the frame

A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.

affAt least one author lists a Canadian institution in the pinned OpenAlex snapshot.
aboutThe title or abstract carries a Canadian signal from the geographic lexicon.

Bibliographic record

VenueGerontechnology · 2024
Typearticle
Languageen
FieldComputer Science
TopicEducation and Learning Interventions
Canadian institutionsOntario Tech University
Fundersnot available
KeywordsHygieneDementiaVirtual realityPsychologyHuman–computer interactionMedicineComputer science

Abstract

fetched live from OpenAlex

Purpose The purpose of this project is to develop an educational exergame for people with dementia (PWD) and their caregivers to practice effective handwashing through the use of virtual reality (VR), while delivering educational content related to infection control, and evidence-based resources to educate them about the importance of influenza vaccination.Our objective aims at examining the meaning and value of utilizing educational and social exergaming for PWD in the community and institutional settings, and to explore its physical, social, and educational benefits, including hand hygiene practices and influenza vaccine uptake.Method The Behavior Change Wheel (Michie et al., 2020; Michie et al., 2011) was used to guide the understanding of factors that influence the adoption of educational learning in hand hygiene and influenza vaccination, which include three domains: (a) modelling (learning through imitation); (b) education (gaining knowledge), and (c) training (practicing skills).Using mixed methods approaches, this project is comprised of codesigning, developing, and pilot-testing the feasibility of exergame, An advisory committee group (12 members) was recruited from Oshawa Senior Community Centre and Durham Region Long-Term Care (LTC) Homes, where they acted as expert panels to provide consultations related to co-designing of exergame.Results and Discussion The development team collaborated with the advisory members (including public health and infection control practice consultants; occupational therapy/rehabilitation consultants, accessibility consultations, health/service providers, older adult with cognitive impairment and their caregivers) to engage in the co-design process.This allowed for the incorporation of user feedback to guide each iteration of technology development with the goal of ensuring the solution is feasible, usable, robust, accessible, and culturally-sensitive from the beginning of conceptualization until implementation.Prior to co-design session, the research team hosted virtual Idea Jam sessions with the team members to provide a forum for discussion about the development of exergame intervention, and the implementation approach.During the co-design phase, the process was guided by the Consolidated Framework For Implementation Research (CFIR) (Michie et al., 2011) to allow the advisory stakeholders to explore the relevant factors that would facilitate or hinder the development, implementation, and evaluation of VR exergame for PWD, while taking into consideration of their cultural contexts (Figure 1).Major milestones in this phase included content development, such as co-creating and co-designing interactive storyboards for the exergame components, visual assets, and aesthetics.High-level prototyping and iterative design of accessibility features enabled equity and inclusion considerations to address the needs of PWD with physical disability and cognitive impairment.Additional considerations included game mechanics, successful hand tracking interactions based on user's diverse ranges of upper limb mobility, as well as analysis and characterization of VR motion capabilities and signal processing for users with different levels of hand motor skills.There is an urgent need for proactive interventions directed at PWD to mitigate their risk for having "vaccine-preventable" infections.Our solution is an interactive educational and social exergame, which is designed as a preventative measure to mitigate the risks of infectious diseases, as well as presenting opportunities for PWD and their caregivers to engage in physical activity and cooperative gaming to promote their social connectedness and mental well-being.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Theoretical or conceptual · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.723
Threshold uncertainty score0.275

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0000.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.091
GPT teacher head0.344
Teacher spread0.253 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it