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Clinical Dementia Rating (CDR) [Alzheimer Disease Research Center 2003]

Clinical Dementia Rating (CDR) [Alzheimer Disease Research Center 2003]

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Article
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Bodies such as the World Wide Web Consortium and the US Congress have advanced recommendations intended to make Information Technology more accessible to impaired users. These include guidelines specifically intended for the cognitively challenged, such as people with Alzheimer's disease (AD). However, there is little research evidence to date demo...

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Context 1
... rating for each domain is combined into an overall CDR level value using an algorithm. Table 1 [Alzheimer Disease Research Center 2003] describes characteristics associated with each domain at each stage of the disease. ...
Context 2
... Table 1, the Memory/Orientation, Judgment/Problem Solving and, Community Affairs/Hobbies dimensions (i.e., rows) are the predominant factors that characterize an AD patient's medical condition. From the perspective of our research, a patient's Memory and Orientation CDR dimension ratings determine how facile a particular Navigation Structure proves to be for him/her. ...

Citations

... In a world where computing is pretty much everywhere now, it is important that all users are catered for when designing an application with good features and functionality. Research suggests that people with dementia are keen to utilize latest technology even though they find it difficult to follow or understand the way to use any mobile application (Holsapple, 2005). ...
Article
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Cognitive impairment includes the lacking ability to remember things, disorientation in remembering the current location, and the struggle to find the correct word. People with dementia (PwD) are often involved in this impairment. With that being said, this project proposes the use of a mobile application to help in improving their cognitive issues. To tackle this problem, features and functionality of a mobile application specifically for dementia users are identified which contributes to the development of a diary application. Identifying and gathering features from previous studies was the initial method. Development of the diary application followed the software development life cycle (SDLC) waterfall method and evaluation of the application was experimented with identified dementia users. The findings of this project are the application set of guidelines gathered from literature into the diary application. Four verified dementia people were involved in the evaluation of the effectiveness of the application. The evaluation of the application includes some good points. Some parts of the application are pointed out for their unsuitable design and suggestions are given to improve the application in the later future.
... The way they interact would be different or rather, it would be a lot difficult for them to understand and utilize the interfaces when compared to most people. Research suggests that people with dementia are keen to utilize the latest technology even though they find it difficult to follow or understand the way to use any mobile application [5]. ...
... Ad patients require additional interface properties to use these tools comfortably and to, eventually, make them worth using [10]. ...
Article
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This article aims to the evaluation of a prototypal assistive technology for Alzheimer's disease (AD) patients that helps them to remember personal details of familiar people they meet in their daily lives. An architecture is proposed for a personal information system powered by face recognition, where the main AD patient's interaction is performed in a smart watch device and the face recognition is carried out on the Cloud. A prototype was developed to perform some tests in a real-life scenario. The prototype showed correct results as a personal information system based on face recognition. However, usability flaws were identified in the interaction with the smart watch. Our architecture showed correct performance and we realized that it could be introduced in other fields, apart from assistive technology. However, when being targeted to patients with dementia some usability problems appeared, such as difficulties to read information in a small screen or take a proper photo. These problems should be addressed in further research. Implications for Rehabilitation This article presents a prototypal assistive technology for Alzheimer's disease (AD) patients. It targets AD patients to recognize their familiars, especially in medium-advanced stages of the disease. Analysing pictures taken by a smart watch, which the patient carries, the person in front is recognized and information about him is sent to the watch. This technology enables patients to have all the information of any close person, as a remainder, easing their daily lives, improving their self-esteem and stimulating the patient with novel technology.
... People play online games to remove challenges, make friends and spend time but the basic reason is to enjoy (Davis et al. 2005;Kim et al. 2002). Such web based technologies are useful to create new e-commerce for income generation and consumer participation (Holsapple et al. 2005). Second Life is the massively multiplayer online role playing game (MMORPG), played in virtual environment. ...
... The revenue status is that 80% of the money comes from land and land maintenance fees and 20% comes from subscription fees (Yee et al. 2007). Hence, the web based technologies have motivated users to generate real business value (Holsapple et al. 2005). ...
... People play online games to remove challenges, make friends, spend time but the basic reason is to enjoy (Davis et al. 2005;Kim et al. 2002). Such web based technologies are useful to create new e-commerce for income generation and consumer participation (Holsapple et al. 2005). Fun and social interaction is another outcome of massively multiplayer online role playing games (Kevin 2007). ...
Article
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Second Life is an online 3D virtual world imagined and created by its residents. The residents can communicate, explore, participate in social activities, create and trade virtual properties and services. The most common communication media used in Second Life are text, voice, instant messaging and video conferencing. The purpose of the current study is to investigate why people communicate in Second Life and opportunities of making real business value. An online survey from Second Life residents was performed to study communication behavior and business opportunities in Second Life. The theoretical backgrounds used in this study were the communication theory and social systems and word of mouth communications for consumer learning. The result was focused on the effectiveness and superiority of communication in Second Life among other social networking sites such as Facebook, Myspace and Youtube. The communication is significant to policy makers, managers and leaders for information sharing and decision making.
... When this limited knowledge is combined with inappropriately designed interfaces, it could enhance the person with dementia's feelings of technological isolation. The result being an entire demographic which is being alienated by interface designers, possibly leading to a greater divide between the digital native and digital immigrants [5]. ...
Conference Paper
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People with dementia are a rapidly growing demographic. In a world which is increasingly dependent on computing, this large group of people is becoming technologically isolated, due to the ill-suited design of interfaces. This paper looks at the possible 'roadblocks' which need to be considered when designing interfaces in order to ensure they are dementia-friendly. By considering the unique needs of a person with dementia, designers can ensure that their software is accessible to this demographic, hence potentially reducing the feelings of technological exclusion.
... People play online games in Second Life to remove challenges, make friends, spend time but the basic reason is to enjoy (Davis et al., 2005;Kim et al., 2002). Such web based technologies are useful to create new e-commerce for income generation and consumers participation (Holsapple et al., 2005). In social networking, the implementation of quality control, security, privacy and bandwidth is very important. ...
Article
Full-text available
Second Life is a computer mediated 3D virtual world imagined and created by its residents. Virtual world is a simulated environment where residents can interact with each other through different communication media. The purpose of this study is to investigate why people communicate in Second Life and the importance of communication to generate real business value. The major theoretical backgrounds used in this study were the communication theory and social systems, theory of intrinsic motivation and word of mouth communications. A case study from Second Life users in the form of online interview was performed to learn communication behaviour of people, their attitude towards communication technology and experience of performing online business. The result was focused on effectiveness and superiority of web 2.0 communication and its effect on real world companies and organisations. The outcome of the findings has real world implication for policy makers, managers and leaders with respect to sharing information and decision making.
... Through CCTS efforts, the Department of Decision Science and Information Systems departmental faculty collaborate with CBI researchers bringing in the additional faculty with expertise in knowledge management and ontology. [14][15][16][17][18][19][20] Using the new central UK Biospecimens Core for tissue repository, the Medical Outcomes of Mothers and Infants registry will integrate clinical data from UK HealthCare's EMRs with research specific data captured outside the university's system and biospecimens. Structured data entry templates capture relevant obstetric clinical data within the EMR and reside within the HPADW with CBI administration. ...
Article
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Accelerating the translation of new scientific discoveries to improve human health and disease management is the overall goal of a series of initiatives integrated in the National Institutes of Health (NIH) “Roadmap for Medical Research.” The Clinical and Translational Science Award (CTSA) program is, arguably, the most visible component of the NIH Roadmap providing resources to institutions to transform their clinical and translational research enterprises along the goals of the Roadmap. The CTSA program emphasizes biomedical informatics as a critical component for the accomplishment of the NIH's translational objectives. To be optimally effective, emerging biomedical informatics programs must link with the information technology platforms of the enterprise clinical operations within academic health centers. This report details one academic health center's transdisciplinary initiative to create an integrated academic discipline of biomedical informatics through the development of its infrastructure for clinical and translational science infrastructure and response to the CTSA mechanism. This approach required a detailed informatics strategy to accomplish these goals. This transdisciplinary initiative was the impetus for creation of a specialized biomedical informatics core, the Center for Biomedical Informatics (CBI). Development of the CBI codified the need to incorporate medical informatics including quality and safety informatics and enterprise clinical information systems within the CBI. This article describes the steps taken to develop the biomedical informatics infrastructure, its integration with clinical systems at one academic health center, successes achieved, and barriers encountered during these efforts.
... More to the point, the question should also be of great importance to industry vendors as they strive to motivate users to play online games more often. In addition, addressing the question may enable practitioners to better design and engineer other reality-based virtual worlds and thus leverage these Web-based technologies to create new e-commerce models for generating revenues and engaging consumers [Holsapple et al. 2005]. ...
Article
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In the past decade, virtual worlds have demonstrated the potential to be the next generation of interface for entertainment, interaction, content, and e-commerce. As a major type of virtual worlds, online games become a huge business and engage millions of players around the world. However, e-commerce researchers have so far paid insufficient attention to why players enjoy using virtual game worlds. To address this insufficiency, the current study develops and empirically tests a theoretical model of determinants of online gaming enjoyment. Specifically, this study suggests that key elements of online games are the primary factors associated with the enjoyment of playing an online game. The current study also investigates the impact of enjoyment on gaming behavior while we control for other known critical variables of attitude and subjective norms. The proposed research hypotheses are tested by using questionnaire responses of 253 online game players. Overall, the results indicate that online game story, graphics, length, and control are highly related to enjoyment, and that enjoyment has a significant impact on behavioral intention even with the presence of control variables.
... It could be useful as a general approach towards website design and thus add to the literature of website quality [e.g. Barnes and Vidgen 2001;Holsapple, Pakath, and Sasidharan 2005;Loiacono, Watson, and Goodhue 2002;Sinkovics and Penz 2005]. Finally, it is important to note that the Internet is a fast moving and constantly evolving medium. ...
Article
The standardization vs. adaptation debate in international marketing is still ongoing, yet, in the online realm the discussion is only just emerging. While practitioners are excited to jump on the online communication and commerce bandwagon, empirical research on the issue of online standardization vs. adaptation is still relatively limited and mostly concerns US firms. This paper explores 100 German companies' domestic, U.S., U.K. and Latin American websites and employs a cultural value analysis. We build on Hofstede's and Hall's cultural framework. Findings suggest that cultural value depiction is not very strong in the relevant markets, thus a certain degree of 'cultural alienation' takes place. It is suggested that to engage better with their customer and reach better cultural congruency companies need to work harder on developing culturally adapted websites.
... Web based technologies are useful to create new ecommerce for income generation and consumers participation (Holsapple et al, 2005). Hemp (2006) (Hemp, 2006) argued that the virtual worlds have future importance for marketers. ...
... Web based technologies are useful to create new ecommerce for income generation and consumers participation (Holsapple et al, 2005). Hemp (2006) (Hemp, 2006) argued that the virtual worlds have future importance for marketers. They become interactive, collaborative and commercial platform for all. ...
... Web based technologies are useful to create new ecommerce for income generation and consumers participation (Holsapple et al, 2005). Hemp (2006) (Hemp, 2006) argued that the virtual worlds have future importance for marketers. They become interactive, collaborative and commercial platform for all. ...
Article
Full-text available
Second Life is an online 3D virtual world imagined and created by its residents. Virtual world is a computer based simulated environment where avatars can communicate each other through different communication media. The aim of the current study is to investigate why individual and companies communicate in Second Life virtual world and opportunities of e-business. The most common communication media in Second Life are voice, instant messaging and video conferencing. The major theoretical background used in this study was the communication theory and social systems, theory of intrinsic motivation and word of mouth communication. Success story of some real world companies and experiences of business professionals in Second Life were included in this study. Video conferencing was the choice of real world companies to conduct online business events. Initial capital investment, sufficient time engagement and quality of products were equally important in Second Life as in real world. Moreover, advertising, customer relation, after sales service and consumer traffic are mandatory for e-business promotion. The findings provided that communication in virtual environment plays a crucial role for social networking and growth of real world business. The communication in real world has significance to policy makers, managers and leaders for information sharing and decision making. Managerial relevance statement The findings of the manuscript was focused on the efficiency and superiority of communication in Second Life virtual world among other social networking sites such as Facebook, Myspace, Twitter and Youtube and its significance on real world business. The study provided that communication in virtual environment plays pivotal role for social networking and e-business growth. The outcome of the work is highly significant for managers, policy makers and leaders for sharing information, manage information and decision making. E-business in Second Life through effective communication such as online events, training and education has direct impact on real world economy. Moreover, Second Life is an appropriate platform for researchers to perform numerous research opportunities on information system, social science, engineering, psychology and marketing. The result also suggests that second life has much more freedom to perform e-business and social activities. Communication plays pivotal for the existence and standing of virtual worlds.