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Playing in virtual nature: improving mood of elderly people using VR technology

Autor(en):
Graf, Linda [DBLP] ;
Liszio, Stefan [DBLP] ;
Masuch, Maic [DBLP]
Zusammenfassung
Age-related physical, mental, and social limitations can severely reduce the quality of life of elderly people. Research has shown that virtual reality (VR) can provide stimulating experiences, elicit positive emotions, and provoke relaxation. In this paper, we present an approach that integrates cognitive stimulating tasks, playful elements and virtual natural environments in one VR app tailored for elderly people. We developed a virtual walk in the forest where the players can solve cognitive tasks in two mini-games. To support a feeling of social presence and to reduce loneliness, we integrated a virtual dog as a companion who accompanies the players. We conducted an evaluation with 14 participants aged 66 to 84 years. The results show a change of positive and negative affect scores after using the VR experience. That supports our assumption, even though the differences were not significant. The participants enjoyed the VR app and were especially impressed by the experience of presence. Despite their inexperience in using VR technology, the participants behaved naturally and were interested in using the technology again. Our results support the assumption that elderly people can benefit from VR games in their everyday lives.
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Graf, L., Liszio, S. & Masuch, M., (2020). Playing in virtual nature: improving mood of elderly people using VR technology. In: Alt, F., Schneegass, S. & Hornecker, E. (Hrsg.), Mensch und Computer 2020 - Tagungsband. New York: ACM. (S. 155–164). DOI: 10.1145/3404983.3405507
@inproceedings{mci/Graf2020,
author = {Graf, Linda AND Liszio, Stefan AND Masuch, Maic},
title = {Playing in virtual nature: improving mood of elderly people using VR technology},
booktitle = {Mensch und Computer 2020 - Tagungsband},
year = {2020},
editor = {Alt, Florian AND Schneegass, Stefan AND Hornecker, Eva} ,
pages = { 155–164 } ,
doi = { 10.1145/3404983.3405507 },
publisher = {ACM},
address = {New York}
}

Weitere Information zum Dokument oder der Volltext des Dokuments sind auf einem externen Server verfuegbar: https://dl.acm.org/doi/10.1145/3404983.3405507

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Mehr Information

DOI: 10.1145/3404983.3405507
Datum: 2020
Sprache: en (en)
Typ: Text/Conference Paper

Keywords

  • mood manipulation
  • cognitive training
  • technology acceptance
  • presence
  • virtual reality
  • usability
  • well-being
Sammlungen
  • Tagungsband MuC 2020 [72]

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Über uns | FAQ | Hilfe | Impressum | Datenschutz

Gesellschaft für Informatik e.V. (GI), Kontakt: Geschäftsstelle der GI
Diese Digital Library basiert auf DSpace.