Older adults eating together in a virtual living room: opportunities and limitations of eating in augmented virtuality

Dannie Korsgaard, Thomas Bjørner, P. K. Sørensen, J. Bruun-Pedersen
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引用次数: 11

Abstract

This study used augmented virtuality with an overall aim to prevent undernourishment among older adults. The purpose was to facilitate remote social eating for solitary older adults, as people tend to eat more when socializing. In this study, an augmented virtuality application was developed in which a physical cake buffet and a virtual living room coexisted and interacted in real time. This was possible using an Oculus Rift CV1 HMD with an Intel Realsense SR300 depth sensor mounted on top of the HMD. The study included initial workshops with 30 experts and 16 older adults, prototyping with 7 mobility-restricted older adults, and a final user study with 27 older adults. In the user study, we evaluated the user experience of a system designed to establish a meal conversation between three older friends while eating a solitary meal in augmented virtuality. Within three overall factors (user, context, and system), we outlined sub- elements that constituted both opportunities and limitations, which included interactions, perceptions, and behavior in the augmented virtuality. The virtual living room was described very positively by all participants. However, there were also some technological limitations in terms of fidelity, HMD comfort, and quality. When developing virtual environments, we found it very important to include very specific elements within the user, contextual and system categories, as well including qualitative methods throughout the entire design process.
老年人在虚拟客厅中一起吃饭:增强虚拟中吃饭的机会和限制
这项研究使用增强虚拟技术,总体目的是防止老年人营养不良。其目的是为独居的老年人提供远程社交饮食便利,因为人们在社交时往往会吃得更多。在本研究中,我们开发了一个增强虚拟应用程序,其中一个实体蛋糕自助餐和一个虚拟客厅共存并实时交互。这可以使用Oculus Rift CV1头戴式显示器和安装在头戴式显示器顶部的英特尔Realsense SR300深度传感器。这项研究包括有30位专家和16位老年人参加的初步研讨会,有7位行动不便的老年人参加的原型设计,以及有27位老年人参加的最终用户研究。在用户研究中,我们评估了一个系统的用户体验,该系统旨在建立三个老朋友在增强虚拟环境中单独用餐时的用餐对话。在三个整体因素(用户、环境和系统)中,我们概述了构成机会和限制的子元素,其中包括增强虚拟中的交互、感知和行为。所有参与者对虚拟客厅的描述都非常积极。然而,在保真度、头戴式显示器的舒适度和质量方面也存在一些技术限制。在开发虚拟环境时,我们发现在用户、环境和系统类别中包含非常具体的元素以及在整个设计过程中包含定性方法是非常重要的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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