Exploring older people’s user experiences with VR: A case study of Taiwanese seniors

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Cheih-Ying Chen , Fanfan Chen , Cheng-En Tsai
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Abstract

Despite much research on virtual reality (VR) techniques, few studies have explored older people’s use. Virtual reality is emerging as a promising tool to stimulate physical activity, overcome barriers to aging, and enrich older people’s leisure and recreational lives. In Taiwan, medical teams have formally introduced VR equipment to help seniors use serious games for rehabilitation. In the wake of such VR leveraging, our study aims to investigate the operation and usability assessment of VR devices of Taiwan’s older people over 70, who felt comfortable in virtual environments throughout the experiment and enjoyed VR task performance and interaction. We used two sets of virtual devices to play game levels and discuss elderly control and usage. The study shows that the two handheld controller designs (symmetric and asymmetric) significantly affected the intuitive mapping of older people’s use, with a more intuitive response to the natural mapping of asymmetric controllers mimicking hand shapes. Three key factors (oculomotor disturbance, disorientation, and nausea) were extracted from previous VR motion sickness studies, using the SSQ scale to measure motion sickness issues. The results indicate that more than half of the subjects were not affected by motion sickness issues, indirectly confirming some previous studies that older people are better off than young people with motion sickness. Therefore, more senior-friendly VR content is expected as most older people, physically aging though, yet with fewer sickness issues incurred, are willing to experience VR.
用VR探索老年人的用户体验:以台湾老年人为例
尽管对虚拟现实技术的研究很多,但很少有研究探讨老年人的使用。虚拟现实正在成为一种很有前途的工具,可以刺激身体活动,克服衰老障碍,丰富老年人的休闲娱乐生活。在台湾,医疗团队已经正式推出了VR设备,帮助老年人使用严肃的游戏进行康复。在此基础上,本研究旨在调查台湾70岁以上老年人对VR设备的操作和可用性评估,他们在整个实验过程中对虚拟环境感到舒适,并享受VR任务表现和互动。我们使用两套虚拟设备来玩游戏关卡,并讨论老年人的控制和使用。研究表明,两种手持控制器设计(对称和非对称)显著影响老年人使用的直观映射,对非对称控制器模仿手部形状的自然映射反应更直观。从之前的VR晕动病研究中提取三个关键因素(眼动障碍、定向障碍和恶心),使用SSQ量表来测量晕动病问题。结果表明,超过一半的受试者没有受到晕动病的影响,间接证实了之前的一些研究,即老年人比年轻人更容易晕车。因此,更多老年人友好的VR内容有望出现,因为大多数老年人,虽然身体上变老,但疾病较少,愿意体验VR。
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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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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