Wednesday, December 11, 2019

Wearable Computers and Augmented Reality

Question: Discuss about the Wearable Computers and Augmented Reality. Answer: Introduction The rising cause of concern for the people across the spectrum is quality in healthcare. There is also the issue of rise in costs. According to the WHO report 20% of the senior have some kind of progressive neurological disorders that include Parkinson, dementia or Alzheimers. 17.4% of the lives of the people are lost by these health issues (Hungerford et al., 2016). The life expectancy of people is increasing and there should be newer technologies used in aged care facilities to tackle this rising issue. Augmented reality has the potential to address or manage this issues. Augmented reality scope Augmented reality is infusion of certain direct or indirect elements into the real time environment. (Barfield, 2015). This augmented reality is essentially an extension of virtual reality. There is fusion of the real time environment and computer mediated elements. This is through a computer generated sensory input. (Ellenby et al., 2015). There is potential to apply it in the health care industry. Current state and applications Cognitive ability gets gradually diminished in patients who are suffering from neurological conditions. They tend to have poor spatial direction and the environmental cognitive capacity slowly decreases. Progressive conditions such as Parkinson or Alzheimers can be managed and its progression can be reduced. The aim of the augmented reality technology is to ensure that the people extend their quality of life through these processes. Clinical research in augmented technology finds that the cognitive load and the sense of spatial direction of the elderly are considerably improved with the AR-based 3D hologram (AR-3DH) mental rotation training (Lee, Chen and Chang,2016). In the research by Boletsis and McCallum, (2016) the Cognitive Augmented Reality Cubes (CogARC) system has been presented. In this game there is a collection of cognitive mini games that is used to delay the onset or progression of the conditions. High level Business requirements The business requirements are to develop more appropriate technology to provide individualized care for the Alzheimers patients or dementia patients. The purpose of the future technological development is to focus on developing prescreening and ensuring delayed onset of symptoms (Sonntag, 2015). Care facilities need to incorporate this technology in their outpatient and in their inpatient programs. The training facilities should be taught about the importance of this technology. Previous research indicates that the onset and the progression of the disease can be delayed. The end user of the programs will be the patients who have developed the condition of Alzheimers or dementia. For this the patients need to use the mobile app technology or tablet technology to increase their cognitive functions. There will be a range of games and cognitive tests for the people to improve their functions. High Level stakeholder requirements The most important stakeholder that will be benefited from this technology are the patients who are developing the conditions. Early stage patients are the target demography. This app will be to improve the quality of life of the senior. The technology department and the health care department should work together cohesively to meet the patient requirements and teach the patients about these apps (Briggs et al., 2015). Trend analysis: Currently there are apps such as Lumiosity, Brain trainer games, Eidetic apps to improve the current technology. There is however a need to incorporate a training game that uses the fundamentals of Pokemon Go to incorporate into the apps. There can be slower paced hologram games to improve the cognitive ability of the senior. This is not commercially available for the patients. There should be mind games that mixes the concept of Pokeman Go to make the senior to exercise and delay onset. Feasibility analysis and the action plan By integrating the services that has been provided by the technology and the hospital industry there can be development of the technology that is innovative and economical. In the future the rising capital costs to provide patient The current capital costs involved in the development of the technology are quite high. The future action plan for these augmented reality should commence can be made commercially viable within the next 1 year. Broad strategies The final app will use small cubes that the user would have to arrange. There will be extended into the real time environment like the Pokemon Go. The senior would have time to block the cubes and do simply exercise that would simulate the same effect of working out. Their response time would be documented and games related to their skill level will be given. The health care workers will assign the skill level for the patients based on their health condition. Analysis of legislations 10% of the GDP is spent on the aged care of the nation. The government wants to allocate more funds to ensure that the seniors of the population are taken care. There should be more governmental sanctions and governmental support that should be provided for the development of augmented reality technology (Willis et al., 2016). There should be governmental support to enable the people to learn about the technology. Conclusion The purpose of this analysis is to determine the future directions newer management methods for the senior population with progressively worsening conditions. Technology that is developed should be beneficial to the people. The number of people in the aged care has been increasing and having these tools would be beneficial to all the stakeholders involved. It has been determined that augmented reality has the potential to increase the mental and the cognitive awareness of the patients. Reference Barfield, W. ed., 2015.Fundamentals of wearable computers and augmented reality. CRC Press. Boletsis, C. and McCallum, S., 2016. Augmented reality cubes for cognitive gaming: Preliminary usability and game experience testing.Int J Serious Games,3, pp.3-18. Briggs, K., Georgakopoulos, A., Kapovits, A., Herzog, U., Mumtaz, S., Saidul, K., Domenico, B.M.C., Okyere, B., Filo, M., Frascolla, R.V. and Moessner, K., 2015. D3. 1: Value chain analysis and system design. Ellenby, P., Ellenby, T.W. and Ellenby, J., GeoVector Corp., 2015.Multi Mode Augmented Reality Search Systems. U.S. Patent 20,150,286,870. Hungerford, C., Prosser, B., Davey, R., Clark, S., Davey, C.H.B.P.R. and Clark, S., 2016. The Australian grey nomadand aged care nurse practitioner models of practice: a case study analysis.Rural and remote health,16(3647). Lee, I.J., Chen, C.H. and Chang, K.P., 2016. Augmented reality technology combined with three-dimensional holography to train the mental rotation ability of older adults.Computers in Human Behavior,65, pp.488-500. Sonntag, D., 2015, September. Kognit: Intelligent Cognitive Enhancement Technology by Cognitive Models and Mixed Reality for Dementia Patients. In2015 AAAI Fall Symposium Series. Willis, E., Reynolds, L. and Keleher, H. eds., 2016.Understanding the Australian health care system. Elsevier Health Sciences.

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