• Title/Summary/Keyword: Wellness Wearable Technology

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Wearable Wellness Sensors and Devices (WWSD): State of the Arts and Challenges (착용형 웰니스 센서 및 장치 관련 기술 응용 현황)

  • Ahn, Bummo
    • Journal of the Korean Society for Precision Engineering
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    • v.32 no.2
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    • pp.199-208
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    • 2015
  • The aim of this paper is to review recent developments and commercialized products in the field of wearable wellness sensors and devices (WWSD). Although there are several dedicated researches, the completed theories and systematic techniques have not been well established. Therefore, we divided the WWSD into four different topics (healthcare, safety & prevention, gaming & lifestyle, and sports & fitness), and review the state of the arts and challenges on the applications on the sensor and device technologies with particular focus on WWSD. We also review the limitations of the current technologies on the developments and commercialized products. Finally, we suggest and discuss new research topics related on the four topics of the WWSD.

Behavioral Intention to Use Wellness Wearables: A Conceptual Model Development

  • Niknejad, Naghmeh;Hussin, Ab Razak Che;Ghani, Imran
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.3
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    • pp.1-10
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    • 2018
  • Wearable Technology is going to be the biggest buzzword and the next generation of digital revolution in the near future. Wearables have changed the focus of the healthcare industry to prevention programs in order to encourage individuals to be more active and to take the responsibility of their own health. Although, the intention of consumers to use wellness wearables has been growing rapidly, the number of individuals who refuses continued use of such devices increases day-by-day. Diffusion and innovation of new technology could be more efficiently gained by consumer's adoption. So, it is extremely important for providers and designers to understand the impact of positive and negative factors on consumers' intention to use wellness wearables. Moreover, a unified framework is required for better understanding of individuals' behavioral intention for using wellness wearables. Thus, the goal of this study is to identify the potential factors that influence consumers' willingness to use wellness wearables as well as proposing a unified framework based on Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) and Value-based Adoption Model (VAM) with two extra factors, perceived trust and perceived health increase. The findings of this article improves the theoretical understanding of the engaged factors in the proposed research model of the study.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.

Prerequisites on Smart Healthcare in the Perspective of Service Design : Focusing on the Elderly Experience Case (서비스 디자인 관점에서 본 스마트 헬스케어의 선행 조건 : 고령자 경험 사례를 중심으로)

  • Kim, Ho-Da;Joo, Ae-Ran
    • Journal of Information Technology Applications and Management
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    • v.28 no.3
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    • pp.49-58
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    • 2021
  • Due to the increasing interest in wellness aroused by the aging population and the pursuing feature of active old age, Korean elderly set importance on long life with their healthy condition. Following the change in the paradigm of the medical delivery system from hospital-oriented, treatment-oriented to personal-centered and self-care, Service design application of Smart Healthcare for the elderly became valuable. Smart Healthcare is a healthcare service provided through the fusion of ICT technologies including mobile/wearable devices, IoT, big data, and information technology, and it is utilized to prevent diseases managing abundant health information and living habits. As a methodology for delivering such Smart Healthcare to the elderly, Service design can be adopted. Therefore, this study would like to present the perquisites of Smart Healthcare design for the elderly through analyzing the results from in-depth interview methods between the elderly and medical staff. As a result of this study, guidelines for Service design application of health vulnerability management for the elderly utilizing smart phones were presented. Therefore, this study presented four prerequisites composed of 'high level of supplementation and ethical decision making', 'improvement of inequality in accessibility and experience', 'resolving problems in policy implementation' and 'user-friendliness' for the Smart Healthcare service design for the elderly. Overall, Service design is expected to play an innovative role in improving the quality of life for the elderly through the process of collecting and delivering information on Smart Healthcare centered on the experience of the elderly.