Health in Motion- Digitally Interactive Tai Chi Home Exercises for Safer Mobility
Health in Motion- Digitally Interactive Tai Chi Home Exercises for Safer Mobility
批准号:
8523131
负责人:
Sheryl Flynn
金额:
$19.24万
依托单位:
依托单位国家:
美国
项目类别:
财政年份:
2013
资助国家:
美国
项目状态:
已结题
起止时间:
2013-09-01 至 2014-08-31
关键词:
AdherenceAdoptionAffectAgingArchitectureArtsBackBone DensityCardiopulmonaryCenters for Disease Control and Prevention (U.S.)ClientCommunitiesComputer InterfaceComputer softwareComputersDataDatabasesDevelopmentElderlyEnsureEnvironmentEquilibriumEvidence based practiceExerciseFall preventionFeedbackFocus GroupsFoundationsGesturesGoalsHealthHealth BenefitHealth PersonnelHealth PromotionHealthcareHealthcare SystemsHome environmentImmuneIndividualInflammationInstitutesInstructionInterventionLearningMarketingMass MediaMechanicsMediatingMental HealthMethodologyMetricMoodsMorbidity - disease rateMotionMovementOutcomePatient Outcomes AssessmentsPenetrationPerformancePhasePhysical FunctionPhysiologicalPlayPopulationPrevention programProcessProductionPublic HealthQuality of lifeRehabilitation therapyReportingResearchRisk AssessmentSelf EfficacySmall Business Innovation Research GrantSolutionsSpecialistSymptomsTai JiTechnologyTestingTrainingTranslatingTranslationsVideo GamesWellness Programaging populationbasecomputer infrastructurecomputerizedcostcost effectivedesigndigitaldisabilityequilibration disorderevidence baseexperiencefallsfunctional declineimprovedinnovationinnovative technologiesinsightinterestmeetingsmortalitynew technologypreventprogramsprototypepsychologicpublic health relevanceresearch and developmentsensorusability
中文摘要
描述(由申请人提供):这个第一阶段的SBIR项目将奠定基础,将CDC认可的“太极:运动促进更好的平衡”项目,一个完善的,基于证据的跌倒预防和健康项目转化为低成本,易于获取的“运动健康”电脑游戏项目。这将是一个虚拟引导的互动锻炼项目,将开创性的手势控制技术(发布于2012年4月)与部署在家用电脑和LED电视上的视频游戏类型环境相结合。鉴于全球人口老龄化,跌倒的发病率和死亡率构成了重大的公共卫生挑战。专门为改善健康和平衡而设计的锻炼项目可以为我们已经不堪重负的医疗保健系统节省每避免一次事故4万美元。目前的健康和平衡项目的推广受到培训成本、推广渠道和缺乏坚持的限制。电子游戏技术可以提供一种解决方案。许多人,包括老年人,都对手势控制游戏很感兴趣。因此,基于游戏的健康促进为提供公共卫生干预提供了一个尚未开发的可行市场。总体目标:我们打算将现有的以证据为基础的运动项目——太极——数字化转化,使用新技术进行广泛传播和采用,以防止功能衰退,促进晚年的健康和福祉。方法:我们将采用跨学科、以用户为中心、敏捷的游戏设计方法来开发“运动中的健康”,并确保我们满足终端用户群体(残疾人、老年人、临床医生)的需求。具体目标:我们将使用标准的产品测试方法,如焦点小组,游戏测试和用户接受测试,让我们的主题专家(SME)参与整个过程。中小企业将提供有关游戏内容、评估、培训、性能指标和机制的见解。他们的洞察力将与我们训练有素的员工一起迭代设计概念,并为用户接受反馈创建玩家体验原型。我们最初的设计概念将结合平衡障碍的屏幕,太极练习的指导和进步,以及对用户和医疗保健提供者的表现反馈。用户的动作将被Kinect传感器跟踪,这是一种创新的3D手势捕捉传感器,可以准确地识别、识别和跟踪用户的身体动作。该产品成本低,易于在家中部署,为用户提供具有吸引力和激励作用的游戏式环境,以提高依从性,并为医疗保健专家提供有关客户表现的反馈。“运动中的健康”调解了目前传播基于证据的跌倒预防计划的许多障碍。最后,该产品与美国国家老龄研究所的倡议相关,因为它“促进了老年人产品和健康实践的可用性”。
英文摘要
DESCRIPTION (provided by applicant): This Phase 1 SBIR project will lay the foundation to translate the CDC endorsed "Tai Chi: Movement for Better Balance" 1 program, a well-established, evidence-based falls prevention and wellness program into a low cost, easily accessed "Health in Motion" computer game program. It will be a virtually guided, interactive exercise program that marries groundbreaking gesture-controlled technology (released 4/2012) to a video game type environment deployed on a home computer and LED TV. Given a worldwide aging population, morbidity and mortality from falls pose a significant public health challenge. Exercise programs specifically designed to improve health, wellness and balance could save our already overburdened health care system $40,000 per avoided incident 2. Distribution of current wellness and balance programs is limited by the cost of training, distribution channels, and lack of adherence. Video game technology can provide one solution. Many people, including older adults are very interested in playing gesture-controlled games. Consequently, game based health promotion offers an untapped and viable market to deliver a public health intervention. Broad Objective: We intend to digitally translate an existing evidence-based exercise program, Tai Chi, using new technology for widespread dissemination and adoption to prevent functional decline and promote health and wellbeing in later life. Approach: We will employ our trans-disciplinary, user-centered, agile game design approach to develop "Health in Motion" and to ensure we meet the needs of the end-user groups (individuals with disabilities, older adults, clinicians). Specific Aims: We will use standard product testing methodology, such as focus groups, play-testing and user acceptance testing, to engage our subject matter experts (SME) throughout the process. The SMEs will provide insight into game content, assessment, training, performance metrics and mechanics. Their insight along with our well-trained staff will iterate the design concept and create a player experience prototype for user acceptance feedback. Our initial design concept will combine a screen for balance impairments, instruction and progression through Tai Chi exercises, and feedback on performance for users and healthcare providers. The users' movements will be tracked with the Kinect(R) sensor, an innovative 3D gesture capture sensor that accurately identifies, recognizes and tracks a user's physical movements. The product will be low cost, easily deployed in the home, provide users with engaging and motivating game-like environments to improve adherence and provide healthcare specialists with feedback regarding client's performance. "Health in Motion" mediates many of the current barriers to dissemination of evidence based falls prevention programs. Finally, this product is relevant to the National Institutes of Aging initiatives because it "advances the availability of products and health practices for older adults.
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会议论文
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海外基金