Examining Older Adults' Preferences for Virtual Reality Applications to Support Social and Cognitive Engagement.

IF 3.6 3区 心理学 Q1 BEHAVIORAL SCIENCES
Shenghao Zhang, Pallabi Bhowmick, George Mois, Jerad Moxley, Avinash Gupta, Sara J Czaja, Walter R Boot, Neil Charness, Wendy A Rogers
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引用次数: 0

Abstract

ObjectiveTo assess older adults' experience, attitudes, and interests toward virtual reality (VR) applications as part of an early phase in the user-centered focused development of the Cognitive Activity Social Technology (CAST) VR system.BackgroundVR offers opportunities to enhance health and well-being in older adults by promoting cognitive, activity, social, and technology engagement. However, limited research has examined older adults' user experience and perceptions.MethodA multi-site study was conducted with 48 community-dwelling older adults aged 65-90. Participants interacted with 16 VR applications through hands-on sessions and first-person video demonstrations. They rated user experience, overall attitudes toward VR, and interest in using VR for various activities.ResultsMost applications were rated as enjoyable, interesting, and easy to use, with minimal reports of physical discomfort. Participants expressed the greatest interest in VR for art, cultural experiences, education, entertainment, and travel, while showing less interest in VR-based social interaction and fitness. Overall, participants found VR technology to be enjoyable and easy to use, but were neutral about VR's usefulness, likely due to the productivity-oriented nature of the usefulness measure.ConclusionThe findings demonstrated the feasibility, usability, and acceptability of VR applications for cognitive and activity engagement among older adults.ApplicationResults highlight the importance of designing VR experiences that align with older adults' preferences and needs. Findings inform user-centered design of VR systems to enhance cognitive engagement, social connectivity, and well-being among older adults.

研究老年人对虚拟现实应用的偏好,以支持社会和认知参与。
目的评估老年人对虚拟现实(VR)应用的体验、态度和兴趣,作为认知活动社交技术(CAST) VR系统以用户为中心开发的早期阶段的一部分。dvr通过促进认知、活动、社会和技术参与,为增进老年人的健康和福祉提供了机会。然而,有限的研究调查了老年人的用户体验和感知。方法对48名65 ~ 90岁的社区老年人进行多地点研究。参与者通过动手环节和第一人称视频演示与16个VR应用程序进行了互动。他们对用户体验、对VR的总体态度以及在各种活动中使用VR的兴趣进行了评分。结果大多数应用程序被评为愉快,有趣,易于使用,最小的身体不适报告。参与者对艺术、文化体验、教育、娱乐和旅游等VR领域表现出最大的兴趣,而对基于VR的社交互动和健身表现出较少的兴趣。总体而言,参与者发现VR技术令人愉快且易于使用,但对VR的有用性持中立态度,这可能是由于有用性衡量的生产力导向性质。结论研究结果证明了VR应用在老年人认知和活动参与中的可行性、可用性和可接受性。应用结果强调了设计符合老年人偏好和需求的VR体验的重要性。研究结果为以用户为中心的VR系统设计提供了信息,以增强老年人的认知参与、社会联系和幸福感。
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来源期刊
Human Factors
Human Factors 管理科学-行为科学
CiteScore
10.60
自引率
6.10%
发文量
99
审稿时长
6-12 weeks
期刊介绍: Human Factors: The Journal of the Human Factors and Ergonomics Society publishes peer-reviewed scientific studies in human factors/ergonomics that present theoretical and practical advances concerning the relationship between people and technologies, tools, environments, and systems. Papers published in Human Factors leverage fundamental knowledge of human capabilities and limitations – and the basic understanding of cognitive, physical, behavioral, physiological, social, developmental, affective, and motivational aspects of human performance – to yield design principles; enhance training, selection, and communication; and ultimately improve human-system interfaces and sociotechnical systems that lead to safer and more effective outcomes.
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