著作名稱: | Exploring the Contextual Relationship of Narrating Life Stories by Elderly People. |
年度: | 2020 |
類別: |
期刊論文
HCII 2020. Lecture Notes in Computer Science
|
摘要: | Global aging is an important issue for global development. Elderly people should not be the burden of individual families, but the assets of the entire society. With the help of life stories or past events that elderly people often repeat, we can better understand the importance of certain things. Therefore, life review is a normal and necessary process that can help the elderly to review past experience with a rational attitude, help them to find the meaning of life, and see the essence of their life. The interviews in this study used Nvivo qualitative software to record and analyze the life stories of 4 elderly people in southern Taiwan, in order to understand the important memories and emotions in their lives, discover the background factors of elderly people recalling their life, and maintain precious human stories for families and society via recording and saving. Guiding the elderly to review their lives through nostalgic narrative has the function of storied therapy, and its values include: personal self-identification, rebuilding the integrity of life through memories, and helping the elderly to reposition themselves in a lonely life through their past experience. |
關鍵字: | Storied therapy, Narrative gerontology, Elderly, Life narrative, Autobiographical memory |
著作名稱: | Research on Cognitive Training of Digital Application System Introducing Reminiscence Therapy for the Experience of People with Dementia |
年度: | 2020 |
類別: |
期刊論文
HCII 2020. Lecture Notes in Computer Science
|
摘要: | Dementia is a very common disease among the elderly, and its main symptom is cognitive dysfunction. Relevant research suggests that the course of dementia can be delayed through non-pharmacological intervention. Therefore, the purpose of this research is to develop a cognitive training system with the aid of digital technology to help people with dementia strengthen their brain and slow their cognitive function degradation. This research cooperates with the Changhua Christian Hospital in Taiwan, and the research subjects are a total of 16 mild dementia patients with an average age of 79.6 years old, who are divided into a traditional group and a digital group. The experimental tool is the “Recall” digital cognitive application system, as developed by this research, which includes sharing nostalgic storytelling and the introduction of technology for cognitive training. There are five types of systematic cognitive training questions: quiz questions, calculation questions, puzzle questions, weight questions, and silhouette questions, which mainly train memory, logic, and concentration. After treatment, the subjects are investigated via behavior observation, questionnaires, and interviews to learn their perceptions of the usability and experience of digital cognitive application systems for patients with dementia, and the Pearson correlation coefficient is used to analyze the relevance of the four factors of the experience, namely, feel, sense, relate, and think. The results show that the experience of using this system is significantly related in the factors of sense, relate, and think. On the whole, the application system developed in this research should have benefit in the introduction of technology into reminiscence therapy for patients with mild dementia via cognitive training through games. |
關鍵字: | Dementia, Cognitive training, Cognitive stimulation, Reminiscence therapy, User experience |
著作名稱: | The Evaluation on the Usability of Digital Storytelling Teaching System in Teaching. |
年度: | 2017 |
類別: |
期刊論文
Lecture Notes in Computer Science
|
摘要: | In the conception of stories, most beginners create stories at their will, which would result in a poor architecture. At present, few digital storytelling systems have been developed to lead beginners to stories featuring a complete structure. With emphasis on story structure, this study aims to develop a digital storytelling system, Digital Storytelling Teaching System-University (DSTS-U). With the system, learners will be able to quickly create stories with a structural architecture and enhance the variation of the contents of stories through different story structures. Moreover, this study probes into the usability of the system from three dimensions, namely, teaching environment assessment, system features evaluation, and self-story assessment. The subjects of this study were 40 college students who were all beginners, including 21 males and 19 females. The experiment lasted for four weeks. According to the research findings, the experts made positive comments on the teaching environment the DSTS-U system provided for learners. This indicates that learners can create a structural story and acquire more knowledge of story concept with the DSTS-U system. Additionally, positive comments were also made on user’s system function features evaluation as well as on self-story satisfaction. For users, the DSTS-U system is an efficient tool to develop stories in a profound way. Therefore, this study has come to the conclusion that the story structure-led teaching model is necessary. By acquiring the knowledge of the structural story concept, learners can generate a structural story from a basic structural architecture with the help of different variation-oriented structures, so as to enrich the contents of stories. |
關鍵字: | Digital storytelling, story structure, usability evaluation, teaching environment assessment, system features evaluation, self-story assessment |
著作名稱: | 輕度認知障礙者體驗虛擬實境之知覺品質、知覺價值與行為意圖之關聯性 |
年度: | 2024 |
類別: |
期刊論文
科學教育學刊
|
摘要: | 全球高齡化問題日益嚴重,失智症已成為關注的議題,而虛擬實境導入非藥物治療逐漸成為趨勢。本研究探討輕度認知障礙者使用虛擬實境體驗的知覺品質、知覺價值與行為意圖之關聯性,並比較「瀏覽體驗」與「互動任務」兩種不同的VR操作模式對行為意圖之影響。研究方法採用平行組實驗對照法,先預試再進行正式實驗,共計10位輕度認知障礙者為有效樣本,採無母數分析,以偏最小平方法(partial least square)作為相關性分析。研究結果顯示,知覺品質對知覺價值產生高度正向影響,知覺價值對行為意圖具高度正相關, 懷舊感的虛擬實境體驗對輕度認知障礙者具有更高的使用價值和推廣價值。此外,虛擬實境的「互動任務」模式能提高知覺品質並提高知覺價值,而「瀏覽體驗」模式則提升知覺價值達到行為意圖之效果。研究也發現知覺品質對行為意圖的影響不顯著,指出虛擬實境的設計,須優先考量提高患者感受的價值,始能降低學習成本。結果指出,知覺品質對知覺價值具影響,提升知覺價值能提高其使用意圖,未來設計認知障礙者使用之虛擬實境時,須考量其知覺價值中納入情感因素以滿足需求,使虛擬實境能更適切地融入失智症患者之照護。 |
關鍵字: | 行為意圖、知覺品質、知覺價值、輕度認知障礙、虛擬實境 |
著作名稱: | Exploring the Application of Digital Nostalgia System in Dementia Care from the Perspective of Narrative Gerontology |
年度: | 2024 |
類別: |
期刊論文
Advances in Social Sciences Research Journal
|
摘要: | In recent years, modern medical technology has advanced significantly, increasing the average lifespan of Taiwanese individuals. However, dementia, a common disease among the elderly, has also become more prevalent. The cognitive decline caused by dementia can severely impact the physical, mental, and spiritual health of patients. This study aimed to explore the impact of using digital nostalgia technology to provide cognitive stimulation for patients with dementia, specifically through the use of the "Recall" system developed by our research team. We analyzed the narrative context of patients and employed a pre-test and post-test experimental design, inviting five mild dementia patients to participate. The research methodology mainly involved qualitative research, and we conducted semi-structured interviews with patients using nostalgic photos, divided into four topics: personal background description, most memorable experiences, specific themes, and personal photo sharing. We used NVivo qualitative analysis software to analyze the interview transcripts by coding and classifying the nodes to explore the differences in the patients narrative context before and after the intervention. This study found that patients participating in the digital experimental activities were more eager to share their old photos. These stimulated memories and led to good subjectivity, continuity, coherence, and correspondence with autobiographical memory. Compared with the non-digital group, patients in the digital group were more willing to share their memories and stories from the past, and they provided positive feedback on the presentation of digital photos and the use of Taiwanese voiceovers. In terms of narrative context, this study identified six main narrative contexts, including contentment, achievement, positivity, social interaction, family affection, and instability. Most patients focused on the "contentment," "family affection," and "achievement" parts. This study can serve as a useful reference for applying digital nostalgia technology to improve the quality of life and mental health of dementia patients, as it provides a deeper understanding of their narrative content and needs. |
關鍵字: | Autobiographical memory, dementia, narrative gerontology, reminiscence therapy. |
著作名稱: | Exploring the Artistic Elements of Virtual Reality Creations in Art Therapy for Individuals with Dementia and Suboptimal Health Status. |
年度: | 2024 |
類別: |
期刊論文
International Journal of Arts, Humanities and Social Sciences
|
摘要: | Aging is a global phenomenon characterized by a high prevalence of dementia. Artistic creation, when applied to dementia patients, can be integrated into daily life to maintain autonomy and creativity. The innovative virtual reality technology offers patients a creative space for expressing emotions and thoughts, presenting new possibilities for artistic creation. This study aims to investigate the impact of virtual reality artistic creation on the creativity of individuals with varying degrees of dementia. The study included a total of 25 participants who were either in Suboptimal Health Status (SHS) or diagnosed with dementia, with an average age of 79.5 years. The participants virtual reality artistic creations were collected, and three experts analyzed the artistic elements and creativity using the Formal Elements Art Therapy Scale (FEATS). The results indicate that virtual reality artistic creation tools can stimulate creativity in individuals with varying degrees of dementia and SHS. However, those with more severe cognitive impairments predominantly engaged in imitative creations, exhibiting lower creative abilities. This suggests a negative correlation between dementia severity and the potential for creative expression. In contrast, the group with SHS and MCI demonstrated higher levels of creativity, implying the potential early introduction of art to enhance their creativity training. |
關鍵字: | Art Creation, Formal Elements Art Therapy Scale (Feats), Dementia, Suboptimal Health Status (Shs), Virtual Reality |
著作名稱: | Research on the design and usability of Taiwan’s native digital reminiscence therapy application system for patients with dementia. |
年度: | 2019 |
類別: |
期刊論文
Health Technology
|
摘要: | We developed and designed a prototype of a digital reminiscence system featuring Taiwan’s local representative reminiscence elements-memories for caregivers to accompany patients with dementia for reminiscence therapy. The goal of the study is to evaluate the applications of technologies to reminiscence therapy for person with dementia. The system was evaluated for usability and behavior observation from the perspective of patients with dementia, in order to put forward suggestions for the design of the system as a whole. |
關鍵字: | Dementia; reminiscence therapy; cognitive stimulation therapy (CST); group therapy; usability |
著作名稱: | Developing an APP with Taiwanese Image for Reminiscence Therapy of Dementia. |
年度: | 2018 |
類別: |
期刊論文
Journal of Software
|
摘要: | With the changing population structure, aging of the population becomes a prominent topic that each country attaches great importance to. Many studies have been devoted to delaying the progression of dementia in the elderly, and reminiscence therapy as one of the main non-drug therapies can effectively slow down the deterioration of dementia patients. Most dementia patients remember the past and enjoy talking about their memories. This kind of life review is also a self-help method of repairing progressive brain unresponsiveness. Narration and re-storying is one of the ways to help dementia patients stimulate and restore their memories. Therefore, this study includes observing the reminiscence therapy behavior of dementia patients and caregivers in a day care center at hospital, analyses the existing storytelling system, 185 questionnaires surveyed about old Taiwan are conducted in eight categories to match the reminiscence imagery therapy, then develops the ReStor APP, and plans and implements the design of acceptable technology experiences for dementia patients. The study expects to slow down the mental decline of patient’s and fill the memory voids of the elderly and their families. The research developmental the APP that providing reference values for specific elderly user experiences in Taiwan, the images database is used will benefit in providing reference for the design of memory for Taiwan’s elderly. |
關鍵字: | Dementia, digital storytelling, elderly, reminiscence therapy. |
著作名稱: | The Influence of Applying Augmented Reality to a Pop-up Book on Creative Thinking. |
年度: | 2018 |
類別: |
期刊論文
The International Journal of Arts Education
|
摘要: | This study combined augmented reality (AR) with the three-dimensional pop-up book format to enhance children’s visual learning through reading and to prompt their imagination and creativity. Twenty subjects, aged six to eight, carried out a course based on reading an AR pop-up book and then created drawings for 1.5 hours per week for four weeks. The effect of children’s drawing creativity was assessed by the Test for Creative Thinking–Drawing Production (TCT–DP) and semi-structured interviews. The results show that the AR pop-up book increased the children’s overall creativity, including the abilities of fluency, flexibility, originality, elaboration, and sensitivity. The AR pop-up book induced the children’s interest in drawing and heightened the creative impact therein. |
關鍵字: | Augmented Reality, Pop-up Book, TCT–DP, Creativity. |
著作名稱: | Investigating the Redundancy in Ideating Storyboard of Character Animation |
年度: | 2013 |
類別: |
期刊論文
Japanese Society for the Science of Design
|
摘要: | The "redundancy" in ideating a storyboard of character animation is investigated in this study. Three practical experts are experimented to ideate a storyboard of short character animation by empirical research to find the existence of redundancy and its use in ones ideation. The Act One of Midsummer Nights Dream is taken as the script to ideate to be a storyboard. The redundancy is an idea unit with repetition and familiarity that includes audiences common experience to catch most popular approvals. It is found that the idea with repetition and familiarity (i.e. redundancy) really exists in experts ideation of storyboard, resulted by the protocol analysis and linkography. The quantity of redundancy that the experts used is indefinite to complete ones ideation of storyboard and it shows a suitable contiguity, reflects the theme, to communicate with audience deeply; and not to be overloaded in audiences visual memories. |
關鍵字: | Redundancy, Character Animation, Linkography, Ideation |
著作名稱: | 動畫短片之角色動作冗餘研究—以「Oktapodi」為例 |
年度: | 2012 |
類別: |
期刊論文
科技學刊
|
摘要: | 本研究主要目的為從傳達角度探討角色動畫短片的角色動作 Redundancy的結構,並且解析角色動作 Redundancy與影片故事結構的設計關聯。研究採用內容分析法,分析類別為角色動作 Redundancy (Action Redundancy; ACR),分析單位為秒數、影格與鏡頭。研究樣本依立意取樣,以動畫短片“ Oktapodi”進行 Redundancy之分析與探討,研究結果為:1. 主角與配角的 ACR頻率相近,顯示角色 Redundancy動作的重要。角色 ACR之眼部動作 Redundancy (Eye Redundancy;ER)、臉部與頭部動作 Redundancy (Facial and Head Redundancy; FR) 與肢體動作 Redundancy (Limb Redundancy; LR) 的狀態,可強化表演時男女性別的特徵;2. ACR的次數與頻率,可以顯示動畫短片進行的節奏。結果顯示出較多的 ACR次數剛好出現在故事的開始,與故事的轉折點;短片中當所有角色進行 ACR表演時,強化了表演張力,亦是故事發展的最高潮所在; 3. 角色動作 Redundancy結構,與影片故事結構存在一定之對應關係。角色 ACR的頻率越高,則顯示出角色在動畫影片中的重要性越高。本研究發現,在角色動畫短片之中,透過角色動作表演的 Redundancy,將可更明確地傳達故事的訊息,並且與影片的故事結構共同強化戲劇效果。 |
關鍵字: | 動畫,冗餘,故事,傳達 |
著作名稱: | Investigating the Design Behavior of Animation Expert— the Difference of Idea Links Mode on Story Ideation |
年度: | 2011 |
類別: |
期刊論文
Japanese Society for the Science of Design
|
摘要: | The expertsideation mode of animation story is analyzed and sorted in this study. The three animation experts are experimented by Thinking Aloud on same task, and Retrospective Interview is taken to accomplish the examination in ideation. All the detail of ideation constructs the Linkography that is used to examine the idea generation, idea move and ideation development for the various experts. It is found that the senior animator have higher ability on shaping story, making decision and solving problem, resulted from the higher density of Critical Idea and Move link, and cluster. Furthermore, it is necessary to have backward link on cluster to be a richer ideation, as a professional animator. One want to be the most senior animator, need to have a prettier practicing experience to help one to process the ideation.
|
關鍵字: | deation, Critical Move, Linkography, Animation Story, Idea Development |
著作名稱: | Exploring the Experience of People With Dementia in Virtual Reality Drawing Creation Based on The Arcs Model |
年度: | 2022 |
類別: |
會議論文
|
摘要: | Art therapy, allows patients to create artworks by themselves, is one of the non-drug treatments for dementia. There is positive impact on patients cognitive abilities such as attention, memory, and working memory have been confirmed from many studies. However, it would reduce the willingness for the elderly patients if art introduced into technology and applied to virtual reality learning. It is easy to encounter problems and obstacles in operation and learning. Therefore, investigating the user experience of virtual reality art creation in patients with dementia is the main purpose of this study. It adopts the experimental research method, based on the ARCS teaching design model, to investigate the four factors of Attention, Relevance, Confidence and Satisfaction (ARCS) of the elderly in the course experience of using virtual reality drawing, to improve the willingness for the elderly patients to use.
The subjects of 11 elderly patients with mild cognitive impairment, had no experience in using virtual reality. During the experiment, they used the modified and simplified version of the Google Tilt Brush drawing software in this study, and wore an immersive VR is created. After experiment, a questionnaire survey is conducted, and then Smart PLS (Partial Least Squares) is used to analyze the data to investigate the users experience in the four factors of ARCS.
The result shows after virtual reality drawing, the ARCS model has a good learning effect on four factors of attention, relevance, confidence and satisfaction actively. This study introduces virtual reality art therapy for patients with mild cognitive impairment, creates in virtual space, stimulates their drawing thoughts, and brings new learning experiences and thinking aspects to patients.
|
關鍵字: | ARCS Teaching Model, Art Therapy, Virtual Reality, Mild Cognitive Impairment. |
著作名稱: | Investigating the influence through EEG: Using technology to introduce cognitive training for patients with mild dementia |
年度: | 2021 |
類別: |
會議論文
|
摘要: | Many researchers have pointed out that cognitive training can improve the cognitive function of patients with dementia. Therefore, our research developed a digital cognitive application system, "Reminiscence", to observe the brainwave of patients with dementia through cognitive training and to analyze its influence on concentration, memory, and logic. In this study, a total of 16 patients with mild dementia (CDR 0.5 and 1) participated in the measurement of brainwave by using the NeuroSky EEG system in the digital cognitive nostalgia system. The cognitive training is divided into seven parts: photo sharing, song singing, questions in logic, number operation, jigsaw puzzle, weight identification, and silhouette puzzle. Among the seven question types of cognitive training in this experiment, the six items of photo sharing, song singing, questions in logic, number operation, jigsaw puzzle, weight identification, and silhouette puzzle had a good impact on dementia patients and helped their concentration. The improvement of memory and logic had a positive effect on the delay of cognitive function degradation of patients with dementia. The purpose of this study is to stimulate and improve the cognitive function of patients with dementia, thus delaying dementia. This research serves as a reference for the future development of technology-assisted applications for patients with dementia who need cognitive training. |
關鍵字: | Cognitive training, mild dementia, reminiscence, EEG |
著作名稱: | The Influence of Creative based on Creativity Gamification Teaching System |
年度: | 2018 |
類別: |
會議論文
|
摘要: | This study designs a Gamification of Teaching Assessment System and attempts to find if the system can stimulate learners’ creativity. It practices gamification teaching and treats 47 freshmen of university as subjects. By Creativity Assessment Packet, it evaluates the effect on learners’ creativity. According to research findings, creative gamification teaching reinforces overall creativity. It significantly influences fluency, flexibility and precision. It means that learners can enhance thinking competence in short time. They have higher precision and develop association by past knowledge and experience in order to provide more diverse solutions. |
關鍵字: | creative, creativity gamification teaching system, creativity assessment packet |
著作名稱: | The Influence of TCT-DP by Applying Augmented Reality to Pop-up Book. |
年度: | 2016 |
類別: |
會議論文
|
摘要: | This study combined augmented reality (AR) with the three-dimensional pop-up book format to enhance children’s visual learning through reading and to prompt their imagination and creativity. Twenty subjects, aged six to eight, carried out a course based on reading an AR pop-up book and then created drawings for 1.5 hours per week for four weeks. The effect of children’s drawing creativity was assessed by the Test for Creative Thinking–Drawing Production (TCT–DP) and semi-structured interviews. The results show that the AR pop-up book increased the children’s overall creativity, including the abilities of fluency, flexibility, originality, elaboration, and sensitivity. The AR pop-up book induced the children’s interest in drawing and heightened the creative impact therein. |
關鍵字: | Augmented Reality, Pop-up Book, TCT–DP, Creativity |
著作名稱: | Developing and Assessing the Usability of Digital Manipulative Storytelling System for School-age Children |
年度: | 2016 |
類別: |
會議論文
|
摘要: | |
關鍵字: | |
著作名稱: | EXPLORING THE EXPERIENCE OF PEOPLE WITH DEMENTIA IN VIRTUAL REALITY DRAWING CREATION BASED ON THE ARCS MODEL |
年度: | 2022 |
類別: |
研究計畫成果報告
|
摘要: | Art therapy, allows patients to create artworks by themselves, is one of the non-drug treatments for dementia. There is positive impact on patients cognitive abilities such as attention, memory, and working memory have been confirmed from many studies. However, it would reduce the willingness for the elderly patients if art introduced into technology and applied to virtual reality learning. It is easy to encounter problems and obstacles in operation and learning. Therefore, investigating the user experience of virtual reality art creation in patients with dementia is the main purpose of this study. It adopts the experimental research method, based on the ARCS teaching design model, to investigate the four factors of Attention, Relevance, Confidence and Satisfaction (ARCS) of the elderly in the course experience of using virtual reality drawing, to improve the willingness for the elderly patients to use.
The subjects of 11 elderly patients with mild cognitive impairment, had no experience in using virtual reality. During the experiment, they used the modified and simplified version of the Google Tilt Brush drawing software in this study, and wore an immersive VR is created. After experiment, a questionnaire survey is conducted, and then Smart PLS (Partial Least Squares) is used to analyze the data to investigate the users experience in the four factors of ARCS.
The result shows after virtual reality drawing, the ARCS model has a good learning effect on four factors of attention, relevance, confidence and satisfaction actively. This study introduces virtual reality art therapy for patients with mild cognitive impairment, creates in virtual space, stimulates their drawing thoughts, and brings new learning experiences and thinking aspects to patients. |
關鍵字: | ARCS Teaching Model, Art Therapy, Virtual Reality, Mild Cognitive Impairment. |
著作名稱: | Developing an APP with Taiwanese Image for Reminiscence Therapy of Dementia |
年度: | 2018 |
類別: |
研究計畫成果報告
|
摘要: | With the changing population structure, aging of the population becomes a prominent topic that each country attaches great importance to. Many studies have been devoted to delaying the progression of dementia in the elderly, and reminiscence therapy as one of the main non-drug therapies can effectively slow down the deterioration of dementia patients. Most dementia patients remember the past and enjoy talking about their memories. This kind of life review is also a self-help method of repairing progressive brain unresponsiveness. Narration and re-storying is one of the ways to help dementia patients stimulate and restore their memories. Therefore, this study includes observing the reminiscence therapy behavior of dementia patients and caregivers in a day care center at hospital, analyses the existing storytelling system, 185 questionnaires surveyed about old Taiwan are conducted in eight categories to match the reminiscence imagery therapy, then develops the ReStor APP, and plans and implements the design of acceptable technology experiences for dementia patients. The study expects to slow down the mental decline of patient’s and fill the memory voids of the elderly and their families. The research developmental the APP that providing reference values for specific elderly user experiences in Taiwan, the images database is used will benefit in providing reference for the design of memory for Taiwan’s elderly. |
關鍵字: | Dementia, digital storytelling, elderly, reminiscence therapy. |