: Received: 11 July 2016 / Approved: 12 July 2016 / Online: 12 July 2016 (09:39:31 CEST)
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
How to cite:
Wilkowska, W.; Brauner, P.; Ziefle, M. Age-sensitive eHealth Applications in Smart Homes. Preprints2016, 2016070022 (doi: 10.20944/preprints201607.0022.v1).
Wilkowska, W.; Brauner, P.; Ziefle, M. Age-sensitive eHealth Applications in Smart Homes. Preprints 2016, 2016070022 (doi: 10.20944/preprints201607.0022.v1).
Based on the demographic shift and the related challenges resulting from the growing number of elderly and persons with chronic diseases, the idea of smart home that supports its inhabitants in the daily life, gains importance. The purpose of this paper was to examine in a prototypic Ambient Assisted Living environment if users after interaction with different health-supporting applications intend to use such in the future. Two experimental studies exemplary show possible applications of home-integrated technology that can support, assist and accompany the target group in different contexts, and examine to what extent participants are willing to future use such sophisticated technology at home. The results show that people in general, but especially the old and chronically ill ones are quite fascinated of health-supporting ambient technology and the majority intends to use such ambient assistance in the future (study I). Moreover, serious games for healthcare are shown as a hedonic use of technology in smart homes that have a great potential to retain or improve the physical health, mobility and the overall well-being of the inhabitants (study II). The article provides two examples of ambient technology to leverage the demographic change and presents important user factors for facilitating high user acceptance.
Ambient Assisted Living; eHealth; Technology Acceptance, Smart Health, User Diversity, Serious Games for Healthcare