| Literature DB >> 29019939 |
Chris Baber1, Ahmad Khattab2, Martin Russell3, Joachim Hermsdörfer4, Alan Wing5.
Abstract
We explore the ways in which animate objects can be used to cue actions as part of coaching in Activities of Daily Living (ADL). In this case, changing the appearance or behavior of a physical object is intended to cue actions which are appropriate for a given context. The context is defined by the intention of the users, the state of the objects and the tasks for which these objects can be used. We present initial design prototypes and simple user trials which explore the impact of different cues on activity. It is shown that raising the handle of a jug, for example, not only cues the act of picking up the jug but also encourages use of the hand adjacent to the handle; that combinations of lights (on the objects) and auditory cues influence activity through reducing uncertainty; and that cueing can challenge pre-learned action sequences. We interpret these results in terms of the idea that the animate objects can be used to create affording situations, and discuss implications of this work to support relearning of ADL following brain damage or injury, such as might arise following a stroke.Entities:
Keywords: activities of daily living; affordance; animate objects; multimodal cueing; tangible user interface
Mesh:
Year: 2017 PMID: 29019939 PMCID: PMC5676696 DOI: 10.3390/s17102308
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Support for coaching.
| Features of Coaching | Requirements for Support |
|---|---|
| Help improve, develop, learn skills | Define goal performance |
| Monitor and evaluate activity | Recognise actions and predict errors |
| Define targets for improvement | Define measures of effectiveness |
| Dialogue to discuss targets and plan programme of training | Determine route from current performance to goal |
| Tailoring programme to individual | Modify route to cater for individual capability |
| Evaluate progress | Recognise action against performance goal |
Figure 1Schematic of the CogWatch concept.
Figure 2Interacting with the CogWatch system.
Figure 3CogWatch coaster.
Figure 4Coaster system design.
Figure 5Stabilizing Spoon (https://www.liftware.com/).
Figure 6A collection of animate objects.
Figure 7Screenshots of app showing timings for experiments 1 and 2.
Figure 8Time to complete tasks in trial one. Times for trials with and without lights are compared to a baseline condition (in which participants picked up the jug as soon as they were instructed by the experimenter).
Figure 9Visual feedback on networked objects [38].
Figure 10Comparing mistakes made in performing logical and illogical task sequences.