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高齡者智慧照護科技與互動藝術環境設計探討

Combining Eldercare Technology with Interactive Arts Environment

摘要


背景與目的:成功老化(successful aging)的概念有生理、心理、及社會三個面向,包含保持身體健康並有生活自理能力、認知功能正常無憂鬱症狀、參與社區活動維持良好人際關係而享受生活。方法:本研究以長庚養生文化村為場域,結合科技、藝術與醫學打造互動藝術環境,邀請高齡者參與互動式作品操作學習,藉此增加身體活動外還能一併測量生理數值提醒其身體狀況,同時也希望透過科技接受度模型(Technology Acceptance Model, TAM)問卷的回饋,觀察高齡者對於使用智慧型照護設備的接受程度。結果:參與的高齡者有41位(男性15位,女性26位),平均年齡79.5±17.5歲,在參與「生命記憶互動牆」、「踹玩互動地板」、「三高互動桌」、「Fun Cube 趣味方塊」、「養生村十牛圖」、及「大聲公互動留聲機」六項互動式作品後進行問卷填寫。統計分析發現除「Fun Cube趣味方塊」外,其他五項作品之外觀與介面設計品質均會正面提升高齡者使用的認知趣味性(p<0.001),有助於提升心靈層面的健康。然而作品趣味性並非影響其使用意願的主要因素,高齡者對認知有用性(即同時能提供身心健康助益)的作品,才會正面影響其使用意願。研究結果顯示「踹玩互動地板」、「三高互動桌」、及「大聲公互動留聲機」最能對高齡者帶來愉悅的感覺及健康促進的助益。結論:研究結果發現科技互動式作品趣味性並非影響高齡者使用意願的主要因素,認知有用性的作品能同時能提供身心健康的助益才會對於其使用意願具有正面影響。本研究結果有助於了解高齡者對互動照護裝置的接受度,同時亦提供國內外對高齡者智慧型健康促進設備設計的重要參考。

並列摘要


Background and Purpose: People who age successfully should exhibit healthy function in physiological, psychological, and social domains. They should demonstrate independence in daily living, proper cognitive function without depression, and the ability to participate in community activities, as well as maintain favorable interpersonal relationships with others to enjoy living. Material and Methods: In this study, for promoting the successful aging of elderly residents of Chang Gung Silver Village, we developed six smart devices that involve combining an interactive art environment with exergames and health administration: "Interactive Wall with Life Memories", "Interactive Floor Kick and Play", "Interactive Table with Musical Pots", "Fun Cube", "Ten Pretty Passes of the Bull", and "Loud Singer". Their design combines IC technology, arts, and medicine with virtual augmentation. We invited the elderly residents to participate in the application of these exergames, thereby increasing their physical activity and improving their physiological conditions. They were also requested to complete a technology acceptance model questionnaire for these smart devices. Results: In total, 41 elderly people (15male, 26 female) completed the program. Their mean age was 79.5±17.5 years. Statistical analysis showed that the design quality and interface positively raised awareness of fun for the elderly participants in five of the smart devices related to physical activity (p<0.001); the exception was "Fun Cube," which was designed to enhance cognitive ability. However, awareness of fun was not the main factor affecting their willingness to use the devices. The participants perceived a positive impact of usefulness in the devices designed to promote both physical and mental health. The results showed that "Interactive Floor Kick and Play", "Interactive Table with Music Pots", and "Loud Singer" were the most effective in providing the elderly residents with the pleasure of use and promoting health. Conclusion: This study found that in the application of smart devices that combine interactive art environment with exergames and health administration for elderly people, awareness of fun is not the main factor affecting their willingness to use it. Perceived usefulness for both physical and mental health positively affects their willingness to use the devices.

參考文獻


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