Presenters: Sarah Ekart & Gwenyth Johnson Georgia Department of Human Services Vision, Mission and Core Values Vision Stronger Families for a Stronger Georgia. Mission Strengthen Georgia by providing Individuals and Families access to services that promote self-sufficiency, independence, and protect Georgia's vulnerable children and adults. Core Values • • • • Provide access to resources that offer support and empower Georgians and their families. Deliver services professionally and treat all clients with dignity and respect. Manage business operations effectively and efficiently by aligning resources across the agency. Promote accountability, transparency and quality in all services we deliver and programs we administer. Develop our employees at all levels of the agency. What is Assistive Technology? • Assistive Technology (AT) is any item or piece of equipment that is used to increase, maintain or improve the functional capabilities of an individual. • AT ranges from low tech to high tech devices. Categories 1. 2. 3. 4. 5. 6. Daily Living Communication Mobility Safety Environmental Adaptions Household Daily Living • Liftware Spoon https://youtu.be/fS01kn6YJ94 • Foam Tubing • Telehealth • Medication Reminders Communication • • • • Big button cell phones Skype Factime Tablets (AARP) Mobility • Virtual Senior Centers • http://www.selfhelp.net/virtual-senior-center Safety • Cuff – wearable monitoring device • Under Mattress Alarm System Environmental Adaptions • Uplift Chairs • Automatic door openers • Tush Push Household • One Touch Can Opener • Speak n’ Brew Coffee Maker • Roomba How to Pay for AT • Assistive Technology Financial Loan Program – Tools For Life for Funding Education – Center for Financial independence & Innovation – And more… • Vocational Rehab Agency • Independent Living Centers • Exchange Centers – gTRADE Georgia’s on line Equipment Exchange • Older American’s Act Funding What we are doing in Georgia • Coastal’s AT Lab • Tool Kits Video Games as Assistive Technology • How can video games be used? – – – – – – – – – Rehabilitation Motivation Improved self efficacy Improved hand eye control Increased creativity Improved computer skills and comfort level Improved compliance with training or therapy protocol Increased communications/social network Improved problem solving Video Games as Assistive Technology • Physical Video Games – Dance Town Fitness System; The mature DDR • • • • Provides slower movements and senior friendly music Generally installed with grab bars for safety Validated senior assessment tool Game records performance and can be utilized by a physician or therapist. Video Games as Assistive Technology Video Games as AT • Physical Video Games – Wii, Play Station, X Box Video Games As AT • Physical Video Games – Xbox Kinect • Technology allowing for controller-free gaming and entertainment experience • Allows for full body, depth-based 3-D Motion capture, facial recognition and voice recognition capabilities • Has a number of exergames for the platform; Yourshape fitness is an example • These games target strength, balance, and cardiovascular training tailored to the individual’s fitness level and useful in rehabilitation and training settings Video Games as AT Video Games as AT • Games Developed for Cognitive Development – Space Fortress • Developed as a tool for studying learning and training strategies • Utilized real world tasks such as piloting a vehicle, etc. • Testing showed changes to portions of the brain after training with Space Fortress relating to the performance in the game. • Commercial games have shown some of these same effects although with the need for additional research Space Fortress Video Games as AT • Third Person Video Games – The game is viewed as a third party observer, even of your own character. The experience is more of a puppeteer. – The Avatar is visible to the player allowing the player to see what is coming from above – Often more character movement oriented than hand to hand or gun combat. – Frequently preferred by the casual video game player Video Games as AT • First Person Video Games – Games that view the world through the player’s eyes, requiring the player to “inhabit the game world”. This can increase difficulty in mastering timing and distances. Can cause motion sickness in some – The player must be aware of the entire environment utilizing peripheral vision (not true peripheral visioin) – This type of game is associated with enhanced flexibility in updating task relevant information Video Games as AT Video Games as AT • Video Games May – – – – – Support Cognitive Development Support Cognitive Maintenance Support Improved Decision Making Time and Process Support Increased Physical Activity Serve to Motivate Individuals Toward Longer Compliance – Be a great way to stay sharp! Conclusions • Assistive Technology can help individuals to live independent and engaged lives. • AT can impact multiple areas of our daily lives • AT can be low tech and /or the latest technologic advancement • How will you incorporate assistive technology into your life and practice? Questions
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