Potential of Augmented Reality and Virtual Reality Technologies to Promote Wellbeing in Older Adults
Abstract
:1. Introduction
2. Related Works
2.1. Age-Related Factors that Influence the Use of VR and AR Technology
2.2. AR and VR Technologies to Promote Wellbeing of Older Adults
3. Methodology
3.1. Selection
3.2. Contextual Analysis
3.3. Evaluation Framework
4. Critical Review of AR and VR Technologies for Older Adults
4.1. Physical Wellbeing
4.2. Social Wellbeing
4.3. Psychological Wellbeing
4.4. Summary
5. Challenges and Design Issues of VR and AR for Older Adults that Are Associated with Age-Related Characteristics
5.1. Challenges and Design Issues for Physical Wellbeing
5.2. Challenges and Design Issues for Social Wellbeing
5.3. Challenges and Design Issues for Psychological Wellbeing
6. Conclusions
Funding
Conflicts of Interest
References
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Applications | AR and VR System Architecture | ||||
---|---|---|---|---|---|
Domain | Elderly User | Devices | Interaction | Virtual Experience | |
Aging and avatar Cyarto et al. [39] | Society | Need social activity | VR headsets, Microsoft Kinect motion sensing camera, large display | VR, Natural Gesture | Having social interaction in virtual environment |
Nacodeal project Saracchini et al. [40] | Society, Convenience | Need assistance in daily activity | Mobile device, wearable device with pico projector, sensors | AR, Natural Gesture, Mobile Interaction, Projection | Obtaining virtual information |
Indoor biking Bruun-Pedersen et al. [41] | Health, Fun | Need exercise | Bike, large display, speaker, desktop, Arduino | VR, Natural Gesture | Being motivated to exercise, viewing virtual landscapes while user moves |
Drinking Water [42] | Health, Convenience | Need healthcare reminder | Desktop, VR headsets, mobile, wearable device | AR, Natural Gesture, Projection, Mobile Interaction | Receiving virtual information |
Rehabilitation Lee et al. [43] | Health, Convenience, Fun | Need health training | VR headsets, position sensor, tangible controller, desktop | VR, Natural Gesture | Performance testing, training cognitive functions |
AR-3DH Lee et al. [44] | Health, Fun | Need training for mental rotation ability | 3D modeling, rendering, animation software, leap motion, | AR, Natural Gesture | Learning navigational skills, having fun by adding gaming factors, obtaining 3D hologram visualization |
Eldergames Gamberini et al. [45] | Health, Fun, Society | Need mental training, fun | Tabletop display, tangible controller, cameras | AR, Natural Gesture, Tangible Interaction | Playing a mental game with other elders |
Rehabilitation Korn et al. [46] | Health, Fun | Need support rehabilitation activities | Micro projector, sensors, mobile, | AR, Natural Gesture | Having gamified/individualized movement therapy |
3D ARS Dal Jae Im et al. [47] | Health, Fun | Need support rehabilitation activities | Kinect Xbox 360, screen | AR, Natural Gesture | Having gamified training for balance and mobility |
V-Time Mirelman et al. [48] | Health, Fun | Need support rehabilitation activities | Microsoft Kinect motion sensing camera, display, | VR, Natural Gesture | Having gamified exercises for fall risk reduction |
Aloha [49] | Fun, Society | Need more fun, relax, social | VR head-mounted display | VR, Natural Gesture | Virtually exploring places without physical visit |
Gesture-based AR game McCallum and Boletsis. [50] | Fun | Need more fun | AR glasses, mobile, leap motion | AR, Wearable, Gesture-Based, Mobile Interaction | Playing a game with the manipulation of digital objects (Similar to the “Angry Birds” game) |
CogARC Boletsis and McCallum. [51] | Health, Fun | Need cognitive training | Vuforia AR SDK, screen with rear-facing camera | AR, Tangible Interaction | Playing a game for cognitive training and screening |
Assistive navigation Hervás et al. [52] | Convenience | Need support daily activities | Google map API, mobile | AR, Mobile Interaction | Guiding spatial directions according to the user context, monitoring, reminding the user of daily tasks |
Driver hazard perception Schall et al. [53] | Convenience | Need to safely drive | SIREN, a four-channel display, speaker | AR, Driving | Providing information about the detection of hazardous target objects |
Category | Factors | Clarification |
---|---|---|
Physical Wellbeing | Motivation | Encouraging and engaging older adults so that they have interest in, and concern for, physical activities |
Training | Training to perform physical activities that older adults are reluctant to do because of their risks/or increasing fundamental physical strength | |
Reminder | Providing virtual information that is helpful for health of older adults in various ways, in real time and constantly | |
Accessibility | Good accessibility for older adults to use AR or VR technologies/or minimizing physical difficulties that incidentally occur while older adults use the system | |
Social Wellbeing | Remote participation | Providing contexts for older adults to participate in social interactions anytime, anywhere without concern about mobility |
Virtual interaction | Providing environment to share experiences and to build relationships with other people, such as through human-to-human interaction in the virtual environment | |
Emotional relationship | Making older adults not feel a sense of difference in emotion in the process of socialization in the virtual environment | |
Community services | Providing services to avoid inconvenience in sharing and using virtual devices with other people/or serving and supporting the diverse activity potential while using AR and VR systems | |
Psychological Wellbeing | Positive emotions | Arousing positive emotion continuously in the environment using VR and AR |
Virtual content | Updating content to retain users’ interest constantly, not temporarily | |
Independence | Supporting the needs of older people living independently in residential homes and/or assisted-living communities | |
Environmental mastery | Providing the ability to manage environmental factors and activities in an environment in which VR supports daily activities |
Category | Factors | [39] | [40] | [41] | [42] | [43] | [44] | [45] | [46] | [47] | [48] | [49] | [50] | [51] | [52] | [53] | Total |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Physical Wellbeing | Motivation | ||||||||||||||||
Training | |||||||||||||||||
Reminder | |||||||||||||||||
Accessibility | |||||||||||||||||
Social Wellbeing | Remote participation | ||||||||||||||||
Virtual interaction | |||||||||||||||||
Emotional relationship | |||||||||||||||||
Community services | |||||||||||||||||
Psychological Wellbeing | Positive emotions | ||||||||||||||||
Virtual content | |||||||||||||||||
Independence | |||||||||||||||||
Environmental Mastery |
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Lee, L.N.; Kim, M.J.; Hwang, W.J. Potential of Augmented Reality and Virtual Reality Technologies to Promote Wellbeing in Older Adults. Appl. Sci. 2019, 9, 3556. https://doi.org/10.3390/app9173556
Lee LN, Kim MJ, Hwang WJ. Potential of Augmented Reality and Virtual Reality Technologies to Promote Wellbeing in Older Adults. Applied Sciences. 2019; 9(17):3556. https://doi.org/10.3390/app9173556
Chicago/Turabian StyleLee, Li Na, Mi Jeong Kim, and Won Ju Hwang. 2019. "Potential of Augmented Reality and Virtual Reality Technologies to Promote Wellbeing in Older Adults" Applied Sciences 9, no. 17: 3556. https://doi.org/10.3390/app9173556
APA StyleLee, L. N., Kim, M. J., & Hwang, W. J. (2019). Potential of Augmented Reality and Virtual Reality Technologies to Promote Wellbeing in Older Adults. Applied Sciences, 9(17), 3556. https://doi.org/10.3390/app9173556