With the increasing global aging population, dementia care has rapidly become a major social problem. Current diagnosis of Behavior and Psychological Symptoms of Dementia (BPSD) relies on clinical interviews, and behavioral rating scales based on a period of behavior observation, but these methods are not suitable for identification of occurrence of BPSD in the daily living, which is necessary for providing appropriate interventions for dementia, though, has been studied by few research groups in the literature. To address these issues, in this study developed a BPSD monitoring system consisting of a Psycho-Cognitive (PsyCo) BPSD model, a Behavior-Physio-Environment (BePhyEn) BPSD model, and an implementation platform.
View Article and Find Full Text PDFOverview: Smartphone use has dramatically increased worldwide, contributing to a profound change in interpersonal interactions. They have become the primary medium of human interaction, and smartphone addiction, consequently, has become a modern-day reality. Recent research on smartphone addiction has provided diverse explanations regarding the correlation between gender and addiction.
View Article and Find Full Text PDFInt J Environ Res Public Health
February 2023
Smartphone addiction is a serious social problem that necessitates research. To identify trends in intervention programs for smartphone addiction, distribution of research topics, and inter-relationships in academic research. We analyzed 104 studies published between 30 June 2022, and 31 August 2022, on the Web of Science (WoS).
View Article and Find Full Text PDFNighttime fear is common among children and may negatively affect their growth. Given the positive role of digital games in regulating children's emotions, in this study, we proposed principles for the design of a digital game to alleviate children's nighttime fears and developed a game prototype based on a survey of children and their parents. In order to verify whether digital games can reduce children's fears, the Koala Fear Questionnaire (KFQ) was used to assess the effectiveness of the game prototype in an experiment.
View Article and Find Full Text PDFHealthcare (Basel)
March 2021
This study aimed to develop an interactive app for occupational therapy interventions for middle-aged and elderly family caregivers by integrating life review and narrative therapy. The results indicated that the interventions improved the mood of individuals, but the improvement in the quality of life was less significant due to the multiple facets of life. The interface design of the interactive app had good operating characteristics and was above average in terms of learnability and usability.
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