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Digital Care
The Digital Care experience is concerned with improving the quality of everyday life by developing supporting technologies based on a comprehensive understanding of user needs. In order to meet this objective we must address fundamental and long-term research challenges in how computing technologies and concepts relate and adapt to a range of everyday domestic environments, including those characterised as 'care' settings.
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Health and care pose significant challenges to researchers in that methods of engagements with user groups need to be long term, and in depth in order to be productive. Researchers need to be very sensitive to the ways in which research is done in these areas, and not to interfere with existing procedures and systems.
Two areas of research have been undertaken. The first is a cluster of projects based around supporting the day-to-day life of a care home. Technology interventions in such a situation cannot involve sweeping changes to routine, but need to consider the potential impacts on personal relationships. It is also a situation where the risks of partial or intermittent failure of technology need to be considered. However, in balance the use of technology has increasing the quality of life for the user group. These projects have progressed by studying a particular care home , and making three technology interventions: Medipic, SMS Public Display and XBox.
The second cluster of projects is a series of experiments that investigate how immersive virtual environment (IVEs) can help phobia sufferers. Therapy is one of the most exciting emerging application areas of IVEs. Our focus has been on phobias that involve social or inter-personal relationships. A series of studies have looked at how IVEs might be applicable to treatment Agoraphobia. Our technical and theoretical approach to studies has again had to reflect the nature of the application area, and our experiments have been carefully designed to demonstrate that IVEs have appropriate effects, leaving pre-clinical trials to colleagues in clinical departments.
Featured Projects
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Agoraphobia Studies
Could sufferers of agoraphobia learn how to cope with their anxieties using the latest technology in the area of Virtual Reality (VR)? Computer graphic experts are currently able to create believable artificial environments in which people can learn how to overcome their fears, and acquire stable strategies of situational behaviour that would help them to deal with the world of others, in a public space.
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The SMS Public Display Project
The SMS message public display application (SPAM) provides texting to staffroom displays. It tackles communication problems highlighted by our research and workshops and has proved reliable and popular. Improvements concerned with connectivity, interface and usage have been incorporated into the design
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The XBox and Public Display Applications Project
The X-box and public display applications use familiar technologies to explore tailoring digital devices to perform dual roles and consider the impact on acceptability and usability, using the devices as 'technology probes' for the purpose of evaluation and 'co-realisation'.
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Physiological Monitoring
Many experiments have been done in Virtual Reality (VR) field, to evaluate the level of Presence during the virtual experience.
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