Jean F. Coppola
Pace University
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Featured researches published by Jean F. Coppola.
long island systems, applications and technology conference | 2013
Christina Yamagata; Marc Kowtko; Jean F. Coppola; Shannon Joyce
Caregiver anecdotes attest that music and photographs play an important role for family members diagnosed with Alzheimers disease (AD), even those with severe AD. Tablets and iPads, which are prevalent, can be utilized with dementia patients in portraying favorite music and family photographs via apps developed in close partnership with geriatric facilities. Anecdotal research has shown that non-verbal late-stage dementia patients have become stimulated when iPods played their beloved tunes. There is an unmet need in geriatric facilities for stimulating dementia patients, as well providing hard-core data for proving increased cognitive abilities with technology. Technology can help bridge the gap between patients and staff to improve the quality of life for the cognitively impaired. This study addresses cognitive functioning and quality of life for people diagnosed with dementia via technology. In recent times, the influx of older adults suffering from Alzheimers or dementia related illness has impacted the U.S. Healthcare system. Cognition significantly declines in older adults with AD or dementia over the course of the disease, causing most to be dependent on caregivers, thus routinely institutionalized. Caregivers are often required to focus their attention on addressing the agitation or discomfort of the AD or dementia patient. Research has shown that technology instruments such as iPods, help stimulate those with dementia. This study focuses on innovative devices such as iPads and tablets, which are mainstream and easy to use, cannot only help determine stage of dementia, but also provide stimulation to improve cognitive functioning. It is hoped that this research will analyze that specially created apps and existing assistive software can be used to decrease the symptoms and improve cognition of older adults suffering from AD or other dementia related diseases. Via service-learning courses, students developed an easy-to-use application for tablets to help older adults with disabilities more readily use the technology. Student programmers produced apps and performed usability tests with the dementia patients, as well as met with geriatric facility personnel to produce application software that meets the patients, family, and caregiver needs and expectations. For example, a student term project produced an application entitled Candoo that utilizes Googles voice recognition and synthesis engine to navigate the web, provide the weather, and supply pill reminder alerts. Another application example included one that allows families to electronically send photographs, video clips, and favorite music from anywhere to loved ones for enjoyment. Furthermore, older adults were assessed by nursing students for cognitive functioning before, and after the semesters intervention. Such mobile apps could allow dementia persons to become less agitated and stay in their homes longer, while also providing awareness and positive change of attitude by those of another generation towards the elderly. This research will discuss student developed mobile applications in the scope of helping improve the quality of life of patients with AD or dementia.
long island systems, applications and technology conference | 2014
Martine Nezerwa; Robert Wright; Stefan Howansky; Jake Terranova; Xavier Carlsson; John Robb; Jean F. Coppola
Declining numbers of students majoring in computer science coupled with the rapidly growing aging population are both causes for concern in society. Computer science majors have diminished since 1986, but recent thrusts of happenings focus on encouraging students towards a STEM degree. One in every three senior citizens dies with some form of dementia with the percentages on the rise. This population is often forgotten, but research shows the elderly can be stimulated with technology as evidence with music and memory programs. Combining advancement in computer science and technology to design and develop products that can facilitate the lives of many senior citizens was found important. The combination of computer science and real-world situation is a good way to stimulate students in getting their hands on the problems our society is facing. Programming in support of real-world social issues causes the students to relate in various ways, invigorates students not only to learn programming skills, but also acquire knowledge beyond the typical level and pace. Appealing to student interests in helping others, including possible relatives, foster experiential learning outside the classroom that potentially supports life-changing projects and assists with needs in society. In this project, students develop a mobile app for Android and iOS platforms as a team including usability for a documentary called Alive Inside, created to help those with Alzheimers disease and dementia improve their quality of life. This mobile app will stimulate the memory of those suffering of Alzheimer and dementia through music of their youth. This paper will report on student experiences, techniques, products delivered, and overall outcomes.
long island systems, applications and technology conference | 2015
Martine Nezerwa; Tony Chen; Jacob Fried-Stahl; Nivedita Joshi; Jake Terranova; Robert Wright; Christopher Carlson; Daniel Citardi; Michael DiMattia; Stefan Howansky; Jean F. Coppola
In the last decades, the world has witnessed a record in the use of mobile technologies where there is almost as many mobile subscriptions as people in the world. In addition, almost two-thirds of smartphone users access the internet through their phones. The progression in mobile communications has spurred high interest in developing applications for this crucial market. Everyday millions of applications are developed and made available through the different appstores, i.e., Google Play, Apple store, BlackBerry World, etc. With 91% of Americans owning one or more cellphones, this is a crucial market to tap into for application developers. Due to progress in the health sciences and people awareness of the importance of following a healthier lifestyle, people are living longer leading to a demographic change where more and more nations have rapidly growing aging population. Thus, there will be a shortage of doctors to care for this fast growing aging population. Moreover, as the population ages managing multiple chronic diseases becomes a daily challenge. Also, given the size of the population, many more people will be diagnosed with dementia and Alzheimers disease. Hence, proper measures are needed to encourage this population to act and think independently while taking advantage of what current technologies are offering. This paper will focus on developing mobile applications targeted for assisting select underserved audiences with affordable emerging technologies on Android and iOS platforms. These mobile apps address areas such as medical, social, and practical needs of the consumers, as well as their caregivers. Additionally, college computing students need to learn to create applications that are universally designed for all ages in terms of fonts, colors, buttons, etc.
long island systems, applications and technology conference | 2015
Laura Sookhai; Jean F. Coppola; Chris Gaur
As resilient as the human body may appear to be, the aging process is inevitable and takes a physical toll on all bodies, but getting older does not equate to neglecting healthy habits. If anything, as people age it is more important to be vigilant and lead proactive lifestyles. In an effort to increase health awareness and promote a healthier lifestyle Pace University conducted a 7 week pilot study using activity trackers and Telemedical Bluetooth devices. Most Senior citizens are intimidated and unaccepting when it comes to relying on technology but through the use of activity trackers senior citizens are able to measure their progress towards a healthier lifestyle. With the data gained from the activity trackers students will be able to monitor daily activity and assess whether or not it has encouraged a positive effect on senior vital data. This paper analyzes the impact of activity trackers on senior citizen biometric data including weight, blood pressure and pulse. By tracking the amount of steps the seniors have taken over the 7 week study. We will be able to determine if an increase in physical activity has a positive effect on the vital signs of older adults. Through the use of wireless technology, senior vital sings and step tracking data are synchronized wirelessly once a week by students at Pace University and measured for any significant changes. Prior to distributing activity trackers seniors were administered Pre assessment surveys and Post surveys, after receiving the trackers. Some of the collected data included preexisting health conditions, activity habits, and willingness to try new technology. By assessing the results, this paper explores whether the activity tracker had a significant effect on senior vital signs.
long island systems, applications and technology conference | 2011
Sharon Stahl Wexler; Lin J. Drury; Jean F. Coppola; Brian J. Tschinkel; Barbara A. Thomas
The rapidly exploding aged 60 and over population is expected to comprise 22% of the general population by 2020 and is the same age group which has the greatest digital divide. The senior citizen population in New York is notably higher than the national average. The high tech world that surrounds the older adult population relies on smartphones to servers and being connected to the Internet. The elderly have nothing to relate technology to in their past learning experiences, thus find it difficult to incorporate computing skills into long-term memory. Many senior citizens know they have to learn how to operate a computer because the world will leave them behind. The Internet proves essential to the elderly in not only connecting with family, friends, and lost acquaintances, thus avoiding social isolation, but provides valuable health related information and healthcare options. Moreover, research has shown frequent Internet use by older adults stimulates cognition. Other studies have shown technology enriches daily functions and improves the overall life quality of older adults. Older adults are often not comfortable with the swiftly advancing technology. Many older adults feel computers are intimidating and fear breaking the machine, thus reluctant to learn how to use them. Furthermore, many residents in skilled nursing facilities have hearing, visual, and motor skill impairments making computer utilization an immense challenge. Thus, this aged population that has so much to gain from using a computer for email, web surfing, online shopping, and connecting to the world around them are often unwilling or unable to operate a computer. The core of the research project discussed in this paper is a unique course entitled, Intergenerational Computing. Intergenerational Computing is an undergraduate service-learning course offered within the school of computer science for non-majors in collaboration with nursing faculty. Students enrolled in the course provide technology instruction to older adults as part of their service-learning experience. Older adults receive individualized tutoring in a non-threatening learning environment. Student-teachers assist to overcome the computer fears of the elderly while the elderly learn a new set of communication skills, while being mentally challenged. Other computing courses, including Computer Systems and Hardware, as well as Networking Technologies, contain service-learning term projects in the curriculum. Students select to build computer labs, install networks, and distribute refurbished computer equipment to disadvantaged senior citizens. Some students additionally chose to modify traditional mice and develop prototypes of Nintendo Wii™ remotes to be more accessible to older adults. Other students have installed software and hardware in computer labs, as well as virtually designed housing for a livable community project via Second Life — all specifically for the benefit of senior citizens. This paper presents a research project including objectives, description, assessments, lessons learned, and suggestions for successful replication. Tips for low or no budget training, as well as guidance for integrating service-learning projects into the IT course syllabus will be discussed.
long island systems, applications and technology conference | 2015
José Lebrón; Kimberly Escalante; Jean F. Coppola; Chris Gaur
Over the last few decades, telehealth has emerged as another segment of the healthcare continuum. People are now able to gain more control over the care that is provided to them because telehealth technologies allow people to monitor and report the data that is collected to their healthcare providers. It is the providers of healthcare who then interpret the results and take necessary action. This study will observe how the provision of a wireless activity tracker influences the conscious health attitudes and behaviors in a sample of elderly participants who reside in an assisted living facility. This study will focus on the attitudes of the participants as determined by a self-report before the launch of an eight-week telehealth program, as well as at the conclusion of the program. To measure health behaviors, data was collected in regards to weight and blood pressure, as well as daily steps taken, calories burned, and distance travelled. This study is unique, thus any findings should be further studied and developed to better understand the efficacy, as well as outcomes of introducing a wireless activity tracker to any telehealth program. All information that was collected was with the consent of each individual resident, in accordance with the Health Insurance Portability and Accountability Act of 1996 (HIPAA). The information collected by the wireless activity tracker was synchronized to the Fitbit® website (fitbit.com). The health vitals were taken by using a Bluetooth scale and an automated blood pressure cuff. The information was then recorded by the college students and entered into MyHealthPoint charts (myhealthpoint.com). This paper is to present the information gathered regarding the residents weight and blood pressure; steps taken, calories burned, and distance travelled; demographics; various health conditions, as well as each residents opinions regarding the activity tracker and the program in general. The goal of the research is to see how participants respond to the use of the wireless activity trackers and how the use of such a device affects their conscious health decisions and ultimately, the health of the residents.
long island systems, applications and technology conference | 2017
Christopher G. Tsatsis; Katherine E. Rice; Vera Protopopova; Darius Ramos; Jigar Jadav; Jean F. Coppola; Meg Broderick; David Putrino
Virtual reality (VR) is being explored as a method of gamification rehabilitation for stroke patients, specifically in lateropulsion patients. VR or Augmented Reality (AR) provides realistic 3-dimensional environments combined with real-time movements. The user is able to concentrate on the scenery and feel removed from their real-life environment and immersed in a new setting. Integrating VR with rehabilitation practices is an accessible way for patients to improve recovery times while using a mobile device to make rehabilitation more accessible to the patient. The goal of this research is to utilize VR as a viable tool for physical therapists to help improve the stamina of recovering patients. The study explores the benefits of changing the environment of the user, to help change their perspective of the world and normalizing the world for lateropulsion stroke patients. This work conducts the necessary research to develop a mobile application which can benefit the lives of stroke patients by potentially decreasing the lateropulsion symptoms.
long island systems, applications and technology conference | 2014
Joao M. Pinto; Jean F. Coppola; Mary Stanford; Chris Gaur; Dave Gaur
Telehealth has been a burgeoning market over the past few decades especially as emerging technologies become available and affordable for the masses. Given that older adults have come from an age when portable electronic devices and remote health care were nonexistent, it is important to study its effects on the aging populace, especially taking into account those of varying socioeconomic backgrounds and ethnicities. This type of information can be useful in identifying perceived shortcomings of current telehealth models in order to alleviate fears or rectify current unrealized errors.
frontiers in education conference | 2002
Jean F. Coppola; Barbara A. Thomas
The number of electronic classrooms in schools has rapidly increased. Often rooms are converted with lack of planning and limited funding to support multiple disciplines and learning styles. Little evidence exists of how technology in the classroom can affect higher order learning skills on the adult learner. In this work-in-progress, preliminary results of the integration of a smart e-classroom with various technologies assessed with a validated critical thinking instrument in two sections of an introductory graduate information systems course are discussed. The electronic classroom contained a computer-controlled system integrated in a room designed with strict attention given to ergonomics and environmental conditions. Students in both sections of a course taught by the same instructor were tested for critical thinking skills at the beginning and end of a 14-week semester utilizing the exact syllabi. Preliminary results show that technology had a positive effect on the acquisition of skills.
long island systems, applications and technology conference | 2017
A. Piccoli; G. Samuels; A. Mirakaj; A. Hinkson; M. Pichardo; S. Khot; Jean F. Coppola; D. Putrino
Immersive Virtual Reality (VR) is an emerging technology with the potential to have a major impact in healthcare. Immersive VR is the best way for patients who are incapable of doing a certain task for their rehabilitation, to engage in a fun and enjoyable environment to improve their quality of life. Clinicians have found spinal cord injury patient interaction with VR environments challenging due to the nature of spinal cord injuries and the degree in which individuals with them can move. Due to some survivors limited range of motion, it has been proven difficult to easily start VR therapy without the use of hands hitting a button on the side of the Samsung Gear VR headsets. Developers working on this study created an application that may provide a solution to the current problem, so that patient and clinician interaction with the VR environment is seamless and accessible. Patient and clinician interaction is imperative when dealing with VR applications, because knowing a patients condition and reaction to specific environments is important. It also helps developers with knowing what to add to the application. Looking at certain research characteristics such as lag motion sickness, mirror neurons, neuroplasticity and gaming software developments provides coders and clinicians with the groundwork for proper development. This study utilized the Presence Questionnaire and the Immersive Tendencies Questionnaire surveys for feedback in order to assess how the survivors with spinal cord injury and clinicians received the immersive virtual reality solution.