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More and more people suffer from age-related eye conditions, e.g. Macular Degeneration. One of the problems experienced by these people is navigation. A strategy shown by many juvenile visually impaired persons (VIPs) is using auditory information for navigation. Therefore, it is important to train age-related VIPs to use auditory information for navigation. Hence the serious game HearHere was developed to train the focused auditory attention of age-related VIPs enhancing the use of auditory information for navigation, available as an application for tablets. Players of the game are instructed to navigate virtually as quickly as possible to a specific sound, requiring focused auditory attention. In an experimental study, the effectiveness of the game on improving focused auditory attention was examined. Forty participants were included, all students of the University of Groningen with normal or corrected-to-normal vision. By including sighted participants, we could investigate whether someone who was used to rely on its vision could improve its focused auditory attention after playing HearHere. As a control, participants played a digital version of Sudoku. The order of playing the games was counterbalanced. Participants were asked to perform a dichotic listening task before playing any game, after playing the first game and after playing the second game. It was found that participants improved significantly more in their performance on the dichotic listening task after having played HearHere (p<.001) than after playing Sudoku (p=.040). This means the game indeed improves focused auditory attention, a skill necessary to navigate on sounds. In conclusion, we recommend the game to become part of the orientation and mobility program, offering age-related VIPs the opportunity to practice the use of auditory information for navigation. Currently, we are working on a version that is suitable for actual use.
Visually impaired people (VIP) can experience difficulties in navigating urban environments. They mostly depend on the environment’s infrastructure or technical solutions like smartphone apps for navigation. However apps typically use visual and audio feedback, which can be ineffective, distracting and dangerous. Haptic feedback in the form of vibrations can complement where visual and audio fall short, reducing the cognitive load.Existing research into wayfinding using haptic feedback to better support navigation for the visually impaired often relies on custom tactile actuators and the use of multiple vibration motors. Although these solutions can be effective, they are often impractical in every day life or are stigmatizing due to their unusual appearance.To address this issue we propose a more modular system that can be easily integrated in commercially available smartwatches. Based on existing research we present a tactile communication method utilizing the vibrotactile actuator of a smartwatch to provide VIP with wayfinding information that complements visual and audio feedback. Current smartwatches contain a single tactile actuator, but can still be used by focusing on navigation patterns. These patterns are based on research in personal orientation and mobility training with VIP. For example, a vibration pattern is used to represent a concept like ‘attention’, ‘left’ or ‘stairs’ directing the navigator’s attention towards audio or visual information or to the environment.In next phase of this research we will conduct several focus groups and co-creation sessions with VIP and orientation and mobility experts to further specify the requirements and test our proposed tactile method. In the future, this method could be integrated in existing navigation apps using commercially available devices to complement visual and audio information and provide VIP with additional wayfinding information via haptic feedback.
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A first episode of psychosis (FEP) is a stressful, often life-changing experience. Scarce information is available about personal preferences regarding their care needs during and after a FEP. Whereas a more thorough understanding of these preferences is essential to aid shared decision-making during treatment and improve treatment satisfaction. Methods: Face-to-face interviews with participants in remission of a FEP were setup, addressing personal preferences and needs for care during and after a FEP. The interviews were conducted by a female and a male researcher, the latter being an expert with lived experience. Results: Twenty individuals in remission of a FEP were interviewed, of which 16 had been hospitalized. The distinguished themes based on personal preferences were tranquility, peace and quietness, information, being understood, support from significant others, and practical guidance in rebuilding one's life. Our findings revealed that the need for information and the need to be heard were often not sufficiently met. For 16/20 participants, the tranquility of inpatient treatment of the FEP was pre-dominantly perceived as a welcome safe haven. The presence and support of family and close friends were mentioned as an important factor in the process of achieving remission.
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