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Fall Stop. Gamified Falls Prevention Exercise for Older Adults using computer-vision technology

Fall Stop. Gamified Falls Prevention Exercise for Older Adults using computer-vision technology
跌倒停止。
批准号:
10019325
负责人:
金额:
$18.66万
依托单位国家:
英国
项目类别:
Small Business Research Initiative
财政年份:
2022
资助国家:
英国
项目状态:
已结题
起止时间:
2022 至 --

项目摘要

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中文摘要
翻译
** 背景 **Good Boost是一家社会企业,专门为患有残疾和肌肉骨骼疾病(MSKD)的老年人提供人工智能个性化运动计划,包括关节炎,背痛和髋关节和膝关节置换手术前后。未满足的需求 ** 福尔斯骨折是英国老年人常见且严重的健康问题。大约1/3的65岁以上的成年人每年至少有一次跌倒,大约5%的福尔斯跌倒最终住院(Kings Fund 2019),福尔斯是该年龄组意外死亡的主要原因(NHS 2020)。仅髋关节骨折就占了180万个住院日和44亿英镑的NHS成本(NICE 2021,NHS 2017)。此外,福尔斯是过早进入护理机构的主要原因,使老年人失去独立性,并给负担过重的社会护理服务带来额外的费用和压力。然而,老年人的福尔斯和骨折并不是衰老过程中不可避免的一部分,是可以预防的。两个关键风险因素是肌无力(肌肉减少症)和平衡差(Sherrington et al 2019)。老年人是身体活动最少的年龄组,研究表明,他们对锻炼的需求有很高的认识,但维持锻炼的动力很低(Age UK 2019)。随着人口日益老龄化,这将成为一个日益严重的问题,需要支持的资源和服务越来越少。创新 ** 动机是长期保持运动的关键因素(Sport England 2020);短期力量和平衡练习只会产生短期益处(Sherrington et al 2019)。这项创新是将力量、功能平衡和神经肌肉锻炼游戏化,通过增强现实运动游戏来创造重复的活动和长期的行为改变。该方案将在陆上和游泳池的休闲中心实施,目标是55岁以上的成年人,以增加参与和可衡量的肌肉力量改善,平衡和减少福尔斯风险。研发和部署 ** 游戏化锻炼计划的开发建立在我们现有的计算机视觉技术以及与休闲/退休行业的关系之上。这将实现一种预防跌倒的新方法,鼓励老年人定期参与,在社区环境和家中建立和保持他们的力量和平衡。该技术将在该项目范围内的笔记本电脑或智能设备上在人们的家中使用。因此,增加定期和适当的运动,减少福尔斯的风险,并随后住院和进入护理机构。
英文摘要
**Background**Good Boost is a social enterprise specialising in AI-personalised exercise programmes for older adults living with disabilities and musculoskeletal disorders (MSKDs), including arthritis, back pain and pre/post hip and knee replacement surgery.**Unmet Need**Falls fractures are a common and serious health issue for older adults in the UK. Around 1/3 adults over 65 will have at least one fall each year, with around 5% of falls ending in hospital (Kings Fund 2019), and falls are the primary cause of accidental mortality in this age group (NHS 2020). Hip fractures alone account for 1.8 million hospital bed days and £4.4bn in NHS costs annually (NICE 2021, NHS 2017). Furthermore, falls are the primary cause of early entry into care settings, removing older adults' independence and placing additional cost and strain on overburdened social care services. However, falls and fractures in older adults are not an inevitable part of the ageing process and are preventable. Two key risk factors are muscle weakness (sarcopenia) and poor balance (Sherrington et al 2019). Older adults are the most physically inactive age group and research demonstrates high awareness of a need to exercise but low motivation to sustain it (Age UK 2019). With a growing ageing population, this will become an ever-increasing problem with smaller resources and services to support.**The Innovation**Motivation is a key factor in long-term maintenance of exercise (Sport England 2020); short-term strength and balance exercises will only create short-term benefit (Sherrington et al 2019). The innovation is to gamify strength, functional balance and neuromuscular exercise to create repeated activity and long-term behaviour change with augmented reality exercise games. The programme will be delivered in leisure centres on land and in pools, aimed at adults 55+ to increase participation and measurable improvement of muscle strength, balance and reduction of falls risk.**R&D and Deployment**The development of the gamified exercise program builds on our existing computer-vision technology and relationships with the leisure/retirement sector. This will achieve a novel approach to fall prevention that encourages older adults to engage regularly to build and maintain their strength and balance in both community settings and at-home. The technology will be made available to use in people's homes on a laptop or smart device within this project scope. As a result, increasing regular and suitable exercise that reduces the risk of falls and subsequent hospitalisation and entry into care facilities.
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