1. The use of Technology to Motivate Active Ageing Ben Heller
& Anna Lowe
2. Workshop Structure: Introduction what is active ageing? What
role can technology play How can we use technology to measure
physical activity in older people? (sensors) How can we use
technology to motivate physical activity in older people? (exercise
in virtual worlds) Chance to play with the equipment Facilitated
discussion
3. What does Active Ageing mean? Active ageing aims to extend
healthy life expectancy and quality of life for all people as they
age. The word active refers to continuing participation in social,
economic, cultural, spiritual and civic affairs, not just the
ability to be physically active or to participate in the labour
force.
4. Focus on Physical Activity Key risk factor for premature
death. 16.9% of "all-cause premature mortality" can be attributed
to physical activity (BHF 2013). It is MODIFIABLE!
5. PA & Older People PA reduces falls and fall-related
injuries Delays the need for care, reduces decline in functional
status Delays onset of cognitive decline. 3 in 5 adults have a long
term condition, increases with age, PA is central to management of
LTCs.
6. Sustainability Health & Social Care Systems
7. Technology in Active Ageing Measurement Motivation
Communication Monitoring, safety
8. Measurement of Physical Activity Big drivers to increase
activity in older populations. Need to be able to measure in order
to show improvement.
9. Measurement: Who, What & Why? Who? Individuals
Clinicians Researchers Provider of PA services What & Why?
Quantity of PA Intensity of PA Type of PA Physiological parameters
HR BP Oxygenation
10. Direct versus Indirect Methods Direct measurement Gadget
Objective Indirect measurement Self report, relies on recall
Subjective
11. Indirect Measures Questionnaire based (paper or online)
Physical Activity Scale for the Elderly (PASE) Community Healthy
Activities Model Program for Seniors (CHAMPS) GPPAQ (up to 74
years)
12. Direct Measures Pedometers Activity Tracker Gadgets e.g.
Fitbits Smartphone apps
13. More on Apps Free (if you have a smart phone). Simple to
use. Lots of options. Appropriate for some.
14. Sheffield Physical Activity Observatory The Sheffield
Physical Activity Observatory (SPAO) is a set of tools and methods
for capturing, storing and analysing and displaying
population-scale data on physical activity (PA) and its associated
health corollaries. Provide feedback to individuals on their PA
levels. Collect population-scale baseline data on PA levels. Allow
the assessment of any interventions that may impact PA levels.
Provide a secure repository of data for retrospective and
meta-analysis
15. Sheffield Physical Activity Observatory - detail SPAO was
established in Spring 2014 following a grant of 90k from the
Strategic Research Investment Fund of Sheffield Hallam University
50 tablet computers for e-questionnaire collection 1100 sensors for
collection of objective PA data Tools for data analysis and
presentation (infographics) Available for research projects and
clinical initiatives Contact Dr Ben Heller for details
16. Second lives for the third age: motivating exercise
adherence using virtual worlds
17. Context: social isolation
18. Context - Falls Increased likelihood of falling with age
Affects not just frail, but also independent well elderly Leading
cause of injury-related hospitalisation in this population Fear of
falling leads to reduced activity long-term adherence to exercise
programs is imperative to reduce fall risk. (Vogler et al.
2012)
19. Exercise works but you have to do it Targeted
rehabilitation through active participation and engagement in
contextually- appropriate repetitive and intensive movements (e.g.
Otago programme) shown to promote recovery Exercises completed
individually at home, can be tedious => problem with motivation.
Only effective with good compliance Can serious games be used to
motivate rehabilitation for older people?
20. Second Lives for the Third Age Pilot funding to: Explore
older peoples opinions and expectations of serious games. Develop
an age-appropriate, safe serious game Develop a whole-body physical
interface to allow rich interaction without requiring mouse or
computer skills.
21. We surveyed older people to see what would motivate them
Common themes Socialisation - Going dancing at the local ballroom
getting dressed up to go out tango, waltz etc., leave shoes at the
cloakroom and put on "dancing shoes", silver ball, big band meet
boys! Travel - problems with getting insurance to travel abroad
when older would like to revisit places, or see new ones 18th
Century "grand tour" of Europe, Grand Canyon Pets - virtual dog to
take for walks Role play - play the leading role in an opera
Gardening suggested possibility of "virtual garden" (to include
pruning, weeding hoeing, planting, watering, nurturing) Physical -
Running downhill really fast like kids do
22. Walled-garden Rest + socialisation area Lake with fish
Trees (climbable) Gardening activity Animals (birds, butterflies,
peacock) Walled to prevent incursion/ users getting lost
23. Physical / gesture interfaces Gesture-based interfaces have
been proposed to create more natural and intuitive ways of
communicating with computers Identify users movements (gestures).
Send key-presses to Second Life viewer to trigger appropriate
movements and animations Originally used Polhemus electromagnetic
tracking system (wired), cost approx 10000. Now Kinect (100)
24. Gestures Walking Turning Flying Waving Rowing Dancing
Jumping Disconnect layer between gesture and avatar action, allows
customisation, scalability and progression of gestures. Facilitates
use of non- exergaming software.
25. Initial evaluation 4 older users - two women, two men
(Somali) Used both conventional and physical user interfaces
Opinions sought by interview
26. Comments So if you were to meet your grandchildren in
Second Life, what kind of things do you think you'd like to do?
Well I'd still like to hear __ play his clarinet, and perhaps we
could have a bandstand. And __ a football pitch, he'd like that.
And __ a netball pitch, you know. And you could just go and watch
quite easily. You could even join in if you wanted to Yeah, that's
right, you could couldn't you. Yeah, I hadn't thought of that Do
you think you'd enjoy that? Oh I'm sure I would, yes. Netball, I
used to play when I was younger, and that would be good. You can
even do concerts and things in Second Life You could play in the
concert in the orchestra!
27. Implications Potentially improve quality and quantity of
rehabilitation exercise whilst reducing cost. Potential additional
benefits due to social and cognitive engagement as well as physical
exercise => need to involve multiple practitioners. IT and
organisational issues for delivery Ethical issues??
30. Questions: Is this a vision of the future for the NHS? What
barriers will hold-back widespread implementation? What can we do
within our own practice? What support do we need from
commissioners, policy makers, research funders, etc.
31. References British Heart Foundation. (2013) Making the case
for physical activity: Evidence briefing Lee I, Shiroma EJ, Lobelo
F, Puska P, Blair SN, Katzmarzyk PT, for the Lancet Physical
Activity Series Working Group. Effect of physical inactivity on
major non communicable diseases worldwide: An analysis of burden of
disease and life expectancy. The Lancet. 2012;380(9838):219-229.
Department of Health (2011) Start active, stay active: a report on
physical activity from the four home countries' Chief Medical
Officers Intelligent Health (2013) Physical activity and long term
conditions: A guide for GPs British Heart Foundation (2013) Older
adults: practical strategies for increasing physical activity.
Kowalski K, Rhodes R, Naylor P, Tuokko H and MacDonald S (2012)
Direct and indirect measurement of physical activity in older
adults: a systematic review of the literature Fei Sun, Norman I and
While A. (2103) Physical activity in older people: a systematic
review. McSeveny, K., Heller, B., Light, A., & Machaczek, K..
(2013) "You could, couldn't you?: A preliminary investigation of
older people's interaction with a bespoke virtual environment using
a gesture interface", Journal of Gaming and Virtual Worlds, Vol. 5,
No. 3, pp. 235-249.