CAPTAIN

Coach Assistant via Projected and Tangible Interface

Funder: Horizon 2020 | Duration: 2017 - 2020

"Archangelos Michael" participates in the European Project CAPTAIN, which is dedicated to the development of specially designed applications and interfaces. The main purpose of CAPTAIN is the continuous provision of incentives, support and available assistance to elderly people who need continuous guidance and care. The project will last 36 months starting from December 1, 2017 until November 30, 2020. The Project aims at the early diagnosis and management of physical and mental disorders by recording and analyzing emotional, behavioral and physiological data of the patient while he/she is at home.

Our nursing home is one of the project's partners, with the ultimate goal of using the new telecommunications technologies to enhance the interventions provides by our medical and paramedical staff.

Europe is aging. In 2060, the average age of the European population will have risen by 7 years compared to today, and the proportion of people aged over 65 is expected to be 30% of the population, compared with 17% today. Such an increasing population of elderly patients has various levels of mental and functional disorders.

Performance disorders are among the most common aspects of cognitive impairements and include the ability to concentrate, communicate and act accordingly in specific circumstances. Cognitive impairment is often accompanied by psychomotor dysfunction and inability to perform functions, leading in loss of patients' social autonomy and the inability to take care of themselves.

The elderly prefer to live in their homes as much as possible. However, often this is not feasible due to the problems associated with cognitive impairment, neurodegenerative disorders, functional disability, and other vulnerability indicators that may occur along with deficits in memory or executive function. The result of such a combination of factors can lead to an increasing number of falls, inability to obtain the necessary medication or disorientation (in space and time). These chances make ongoing supervision and care of the elderly necessary.

The goal is to satisfy the elderly and to cover the need for supervision so that they can continue to live in their home. Home care can be benefited from a host of existing technologies, including smartphones, sensors and more. However, their effectiveness is limited by the sense of fear and discomfort experienced by many older adults. Most current technologies, in fact, are often not designed for seniors, or at least for users with cognitive impairement. Most systems do not provide real care or enhance personalized interventions. In addition, they are unable to "perfectly" combine the everyday life and living environment of the individual. Finally, they are rarely manufactured to maintain or improve physical and cognitive performance or to maintain the mental health and social well-being of older adults. This restriction becomes a major barrier, elimiting the use of technological aid at home.

The CAPTAIN project promotes a design philosophy with a real emphasis on the user, based on the continuous involvement of older people in designing, developing and testing of:

• A smart home appliance that will transform a room into an interactive, tangible environment.
• A software environment that turns the home into a user-friendly and environmentally friendly interface capable of capturing the relatively normal behavioral data as well as the actions of the user and providing personalized "virtual guidance".
• Publicly available API (Application Programming Interfaces), compatible with FIWARE and UniversAAL, making available the system's functionality to third-party systems.

EDUCATION

Development of specially formulated interactive forms that will help the physical and mental education of the individual.

CONSTANT SUPERVISION

Development of a personalized virtual assistant ready to intervene wherever and whenever necessary.

INVOLVEMENT OF FINAL USERS IN THE DESIGN

Maximization of the usability and acceptance of the system by involving elderly people at all stages of the project and co-designing the entire system based on their feedback.

CREATION OF A PROTORYPE HOME APPLIANCE

The device will include all input (3D sensors, microphones, cameras) and output (headlight microphone, etc.) technologies. These tTechnologies are needed to turn the home into a smart environment.

HUMAN-COMPUTER INTERACTION

Creation of real, projective, tangible and emotional interactions between people and computers

DATA COLLECTION AND ANALYZATION

Development of technologies for non-invasive collection and analysis of emotional, behavioral and physiological data.

The CAPTAIN project will use an innovative projected environment to provide useful and effective conservative help for the virtual guidance of the elderly living in the home. To maximize its effectiveness, the coaching interface is combined with the home environment where personalized help is used, using Artificial Intelligence, to stimulate and enhance the skills of the elderly. To do this, CAPTAIN creates a "transparent" interface that acts as a constant, alert and pleasant companion in the home, ubiquitous every time and whenever it is needed, which provides counseling advice to help maintain the mental and physical pedagogical behavior of the elderly, cognitive (continuous stimulation of the elderly during daily activities) and social (facilitating access to social interactions) well-being.



AUTH

Aristotelio Panepistimio Thessalonikis

Coordinator - Greece

DIGIFLAK

Estonia

DCU

Dublin City University

Ireland

INI

INI-Novation GmbH

Germany

NIVELY

France

NVISO

Switzerland

SIT

Social IT Software & Consulting SRL

Italy

VICOM

Vicomtech

Spain

SAL

Salumedia

Spain

INTRAS

Spain

HOL

Hololamp

France

UNITN

University of Trento

Italy

APSS

Azienda Provinciale Servizi Sanitari

Italy

AMEN

Archangelos Michael Elderly Nursing & Rehabilitation Center - Cyprus