Augmenting space: Enhancing health, safety, and well-being of older adults through hybrid spaces (original) (raw)

Lessons Learned from Older Adults Fusing of an Augmented Reality, Assisted Living and Social Interaction Platform

SN computer science, 2023

The aging population and the subsequent changing societal structures are foreseen to bring both opportunities and challenges for the economy, services and society at large. Digital exclusion among older people may become less of an issue in the future, as those who have used the Internet in their working and social lives continue to do so as they reach old age. However, given the rapid pace of technological advances, older adults, may still experience some degree of digital exclusion. Technological advances may offer benefits for older adults, such as maintaining their independence and connection to society. Nevertheless, adopting new technologies like augmented reality (AR) may be difficult for older adults commonly due to the decline of cognitive and physical abilities and/or their lack of familiarity, apprehension and understanding on these new technologies. In this study, the GUIDed system is presented, an AR-operated app developed in this work, aiming to support the independence and quality of life of older people. Finally, the paper discusses lessons learned from the co-creation process, including the evaluation methods, paper prototypes, focus groups and living labs, and the results on the acceptance of the AR functionality and for improving the GUIDed system.

Research proposal on reviewing augmented reality applications for supporting ageing population

Augmented reality (AR) is growing rapidly and becoming more mature and robust, which combines virtual information with the real environment in the real-time performance [1]. It becomes significant to ensure the acceptance and success of augmented reality system. With the growth of elderly mobile users, evidence shows the possible trends using AR system to support elderly in terms of mobility and independence [34]. However, there is a lack of the sufficient potential solutions using AR for addressing older population's requirements and experience. This paper mainly presents the current situation of AR application and reviews the different domains using AR for supporting ageing population.

Using Augmented Reality with Older Adults in the Community to Select Design Features for an Age-Friendly Park: A Pilot Study

Journal of Aging Research, 2020

Sedentary behavior is prevalent in older adults. Older adults often underutilize public parks for exercising because the parks do not support their needs and preferences. Engaging older adults on the redesign of parks may help promote active lifestyles. e objectives of this pilot study were to evaluate (1) the effects of wearing augmented reality (AR) and virtual reality (VR) glasses on balance; (2) the effects of different virtual walls separating the walking trail from the roadway on older adults' gait, and (3) the preferences of the participants regarding wall design and other features. e participants were ten older adults (68 ± 5 years) who lived within two miles from the park. Balance and gait were assessed using a force plate and an instrumented mat. It was feasible to use AR with older adults in the park to evaluate features for redesign. Motion sickness was not an issue when using AR glasses, but balance was affected when wearing VR goggles. e area of postural sway increased approximately 25% when wearing AR glasses, and it increased by close to 70% when wearing VR goggles compared to no glasses. is difference is clinically relevant; however, we did not have enough power to identify the differences as statistically significant because of the small sample size and large variability. Different walls did not significantly affect the participants' gait either because they did not alter the way they walked or because the holograms were insufficiently realistic to cause changes. e participants preferred a transparent wall rather than tall or short solid walls to separate the park from the roadway.

Augmented Reality and Home Modifications: A Tool to Empower Older Adults in Fall Prevention

The ability for older adults to comprehend fall preventative home modifications is critical to achieve empowering outcomes. Existing design methods limit older individuals' ability to see their goals reflected in fall prevention practice and service. This inhibits compliancy with interventions, and fosters disempowerment. Augmented reality (AR) allows occupational therapists to walk-through and envision modifications with older adults, facilitating a two-way discussion according to the goals of older clients. This qualitative research assesses an AR tool with ten older adults. Results highlight that current fall prevention processes can diminish the role of older adults and discourage them from voicing their own design ideas. The use of an AR tool is promising in this process; as older adults understand the benefits when planning home modifications. The tool aids opportunities for participation and discussion. However, the balance of power between clinician and client regarding usage of the AR tool requires careful consideration.

A Pervasive Game for Elderly People with Augmented Reality: Description and First Validation

Proceedings of the 7th International Conference on Information and Communication Technologies for Ageing Well and e-Health, 2021

The rise of videogames in our culture has caused that they are no longer seen as simple games for kids and have spread to all the segments of population. The use of videogames by elderly people can help to improve their quality of life, exercising their mental functions. Inside the field of videogames, the concept of pervasive game appeared with intensity some years ago. This kind of games exceed any of the classic dimensions of games: temporal, spatial or social. In order to achieve this evolution, pervasive games use to take advantage of non-traditional interaction technologies and novel paradigms, such as augmented reality. In this paper we introduce a novel pervasive game oriented towards elderly people that makes use of augmented reality. The game has been developed following a user-centered approach with participative design. In the game, players have to find certain elements in their environment (e.g., in a nursing home) so that they unlock memories that they store in an album and can value. Here, we describe the game in detail and show a first validation that we have carried out in order to test its usefulness. In that validation, users find the game useful and easy to play with.

Exploring older people’s experience with augmented reality (ar) applications

2015

Latest development of mobile technology has opened another opportunity for augmented reality to be implemented in the mobile device platform. Mobile augmented reality enhances mobile users experience by combining computer generated images in real environment. There have been limited studies which investigate the use of augmented reality among older people. This pilot study aims to explore older people’s experience in terms of attitude and potential barriers when they are interacting with augmented reality applications. Qualitative methods including interview, focus groups and observation were used to understand their experiences with augmented reality applications. Results indicated that, there were some barriers faced by older people in engaging augmented reality applications such as AR interface and interaction style, and familiarity with AR applications. Result showed that, they found AR applications could be beneficial for certain occasions or conditions like people in remote ar...

User Centered Design of an Augmented Reality Gaming Platform for Active Aging in Elderly Institutions

Proceedings of the 5th International Congress on Sport Sciences Research and Technology Support, 2017

In this article, we describe the design and development of a gaming platform with augmented reality components whose purpose is to fight sedentary lifestyle by promoting active aging in elderly institutions. The augmented reality components project games on the floor where the users can interact by moving sideways or sitting and playing with the arms. In this work, we target the design of a complete platform that can be easily transported, configured and deployed in elderly institutions to promote exercise. The concepts were developed using a user-centered methodology. End-users were motivated to participate in a study where social, economic and pathological conditions were analysed. The acceptance of the concept, the expectations generated, and the concerns raised, were assessed through questionnaires formulated both to the elderly users and to the professionals of the care institutions. Our results show that the elderly can be stimulated to practice physical exercise with the addition of fun and social interaction.

Technologies and the representations of activity spaces of older adults

Geografiska Annaler: Series B, Human Geography, 2019

Technology, in its various forms, mediates encounters between individuals and the lived time-space. Mobile phones, internet, navigation systems, and advanced transport technologies dramatically change the ways in which space and time are conceptualized, represented, and embedded into societal practices. This paper explores the routine spatiotemporal practices of older adults, who lie outside mainstream technology use. Attention is paid to the role of digital technologies in negotiating and representing the everyday activity spaces. We attempt to capture the logic of everyday tactics, which is based not only on rational reasoning and habitual spatial thinking but also on a more subtle mix of experiences, possibilities, and fears associated with the use of various technological devices and systems.

Investigation of mobile devices usage and mobileaugmented reality applications among older people

2014

Mobile devices such as tablets and smartphones have allow users to communicate, entertainment, access information and perform productivity. However, older people are having issues to utilise mobile devices that may affect their quality of life and wellbeing. There are some potentials of mobile Augmented Reality (AR) applications to increase older users mobile usage by enhancing their experience and learning. The study aims to investigate mobile devices potential barriers and influence factors in using mobile devices. It also seeks to understand older people issues in using AR applications.