Project/Area Number |
23K28131
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Project/Area Number (Other) |
23H03441 (2023)
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Research Category |
Grant-in-Aid for Scientific Research (B)
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Allocation Type | Multi-year Fund (2024) Single-year Grants (2023) |
Section | 一般 |
Review Section |
Basic Section 61020:Human interface and interaction-related
Basic Section 62040:Entertainment and game informatics-related
Sections That Are Subject to Joint Review: Basic Section61020:Human interface and interaction-related , Basic Section62040:Entertainment and game informatics-related
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Research Institution | Keio University |
Principal Investigator |
クンツェ カイ 慶應義塾大学, メディアデザイン研究科(日吉), 教授 (00648040)
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Co-Investigator(Kenkyū-buntansha) |
佐藤 千尋 慶應義塾大学, メディアデザイン研究科(日吉), 講師 (00734956)
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Project Period (FY) |
2023-04-01 – 2026-03-31
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Project Status |
Granted (Fiscal Year 2024)
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Budget Amount *help |
¥18,850,000 (Direct Cost: ¥14,500,000、Indirect Cost: ¥4,350,000)
Fiscal Year 2025: ¥5,460,000 (Direct Cost: ¥4,200,000、Indirect Cost: ¥1,260,000)
Fiscal Year 2024: ¥5,850,000 (Direct Cost: ¥4,500,000、Indirect Cost: ¥1,350,000)
Fiscal Year 2023: ¥7,540,000 (Direct Cost: ¥5,800,000、Indirect Cost: ¥1,740,000)
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Keywords | Dementia / Wearable Sensing / HCI / Augmented Humans / Augumented Humans |
Outline of Research at the Start |
We will co-design an integrated wearable technology (for example physiological sensing and embedded machine learning) with older adults that can assess parts of the FINGERS We will pursue a multi-dimensional intervention strategy for individuals. In workshops and experimental setups we will determine what the best systems are to target the most significant precursors to dementia (for example change in facial expressions and eye movements).
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Outline of Annual Research Achievements |
In the first year of this study, we identified which sensing technologies and tools (eye tracking, physiological signals, cognitive games, etc.) would be effective in monitoring cognitive decline among the older adults. We have already established good relationships with the Council of Social Welfare and the Regional Comprehensive Support Center in Yachiyo City, Chiba Prefecture, we successfully conducted several demonstration experiments and focus groups with the residents. For the eye tracking and organizing signals, four workshops were held for male residents in 75 and older.Each workshop had participants wear the physiological signal sensor device created by the research team, and acquired and analyzed bioinformation during normal and exercise stretching, and one had with an eye tracking device. The results of these experiments were presented in an oral presentation at the 12th National Conference of the Japan Society for Serviceology. In addition, a focus group discussion was held on the possibility of designing a cognitive game for eight residents who serve as welfare commissioners to improve their cognitive abilities as well as to allow intergenerational exchange involving their grandchildren. Based on the feedback we received, we have submitted a paper to the 26th ACM SIGACCESS Conference on Computers and Accessibility, which is currently under review.
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Current Status of Research Progress |
Current Status of Research Progress
1: Research has progressed more than it was originally planned.
Reason
We are identifying which sensing technologies and tools are effective in monitoring cognitive decline in the older adults, and this is going very smoothly. In order to conduct our field-based studies, we have maintained very good relationships with social welfare councils, welfare associations for the physically disabled, local comprehensive support centers, community associations, welfare commissioners, and other physical and occupational therapists, and have already received approval for cooperation in conducting research experiments at multiple sites. We have also done several lab-based studies to seek for what other technology is feasible.
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Strategy for Future Research Activity |
This study will be designing a comprehensive assessment service to determine whether cognitive decline prevention technology can be integrated into the social activities and daily social life systems of the elderly community. The focus will be on social acceptability involving specific target users. We will run focus groups to design a cognitive game for residents to improve their cognitive abilities, and co-create game tasks and the narrative together. We will create an initial prototype that invite the older adults and their grandchildren to see how intergenerational communication is likely to occur or not. We also plan events inviting various local actors to discuss around what topics in social welfare can be approached, and investigate what social activities can be designed.
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