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(PDF) VR interface design for promoting exercise among the elderly | Yu-Min Fang - Academia.edu

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Previous research has" /> <title>(PDF) VR interface design for promoting exercise among the elderly | Yu-Min Fang - Academia.edu</title> <link rel="canonical" href="https://www.academia.edu/71147669/VR_interface_design_for_promoting_exercise_among_the_elderly" /> <script async src="https://www.googletagmanager.com/gtag/js?id=G-5VKX33P2DS"></script> <script> window.dataLayer = window.dataLayer || []; function gtag(){dataLayer.push(arguments);} gtag('js', new Date()); gtag('config', 'G-5VKX33P2DS', { cookie_domain: 'academia.edu', send_page_view: false, }); gtag('event', 'page_view', { 'controller': "single_work", 'action': "show", 'controller_action': 'single_work#show', 'logged_in': 'false', 'edge': 'unknown', // Send nil if there is no A/B test bucket, in case some records get logged // with missing data - that way we can distinguish between the two cases. // ab_test_bucket should be of the form <ab_test_name>:<bucket> 'ab_test_bucket': null, }) </script> <script> var $controller_name = 'single_work'; var $action_name = "show"; var $rails_env = 'production'; var $app_rev = '92477ec68c09d28ae4730a4143c926f074776319'; var $domain = 'academia.edu'; var $app_host = "academia.edu"; var $asset_host = "academia-assets.com"; var $start_time = new Date().getTime(); var $recaptcha_key = "6LdxlRMTAAAAADnu_zyLhLg0YF9uACwz78shpjJB"; var $recaptcha_invisible_key = "6Lf3KHUUAAAAACggoMpmGJdQDtiyrjVlvGJ6BbAj"; var $disableClientRecordHit = false; </script> <script> window.require = { config: function() { return function() {} } } </script> <script> window.Aedu = window.Aedu || {}; window.Aedu.hit_data = null; window.Aedu.serverRenderTime = new Date(1732841990000); window.Aedu.timeDifference = new Date().getTime() - 1732841990000; </script> <script type="application/ld+json">{"@context":"https://schema.org","@type":"ScholarlyArticle","abstract":"By the 21century, the elderly population will exceed the total population of the last century. The issue of caring for the elderly has resulted in the need for health care, assisted living, and independence of the elderly. Previous research has confirmed that introducing health technology at an early stage can encourage the elderly to continue their activities, promote their independence and reduce the cost of social care. In this study, which applies the advantages of virtual reality (VR) technology, Unity 3D software is used to design VR dumbbell motion software for the elderly. This software can provide positive excitation and enable the elderly to maintain continuous motion. The objectives of this research are as follows: (1) to construct VR prototypes; (2) to test their usability (i.e., operating efficiency, visibility, and error rate); and (3) to study the emotional response of interfaces. This study adopted the Self-Assessment Manikin to measure emotion and the questionnaires for user interaction satisfaction to measure usability. Interface experts were also invited to conduct experiments, fill in questionnaires and provide interviews. The comparison of the VR application programs with physical dumbbells yields the following conclusions. The VR application programs are more pleasant. The real water dumbbell interface feels slightly stronger. The interface learning performance of the VR application programs is better. The preliminary conclusions drawn from this study can be used as a reference for designers. Scholars are expected to conduct further explorations.","author":[{"@context":"https://schema.org","@type":"Person","name":"Yu-Min Fang"}],"contributor":[],"dateCreated":"2022-02-11","dateModified":null,"datePublished":"2021-01-01","headline":"VR interface design for promoting exercise among the elderly","inLanguage":"en","keywords":["Computer Science","Usability","Virtual Reality","Emotional design","The elderly"],"locationCreated":null,"publication":"Smart Design, Science and Technology","publisher":{"@context":"https://schema.org","@type":"Organization","name":"Smart Design, Science and Technology"},"image":null,"thumbnailUrl":null,"url":"https://www.academia.edu/71147669/VR_interface_design_for_promoting_exercise_among_the_elderly","sourceOrganization":[{"@context":"https://schema.org","@type":"EducationalOrganization","name":"nuu-tw"}]}</script><link rel="stylesheet" media="all" 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"https://www.academia.edu/login?post_login_redirect_url=https%3A%2F%2Fwww.academia.edu%2F71147669%2FVR_interface_design_for_promoting_exercise_among_the_elderly%3Fauto%3Ddownload"; window.loswp.translateUrl = "https://www.academia.edu/login?post_login_redirect_url=https%3A%2F%2Fwww.academia.edu%2F71147669%2FVR_interface_design_for_promoting_exercise_among_the_elderly%3Fshow_translation%3Dtrue"; window.loswp.previewableAttachments = [{"id":80797463,"identifier":"Attachment_80797463","shouldShowBulkDownload":false}]; window.loswp.shouldDetectTimezone = true; window.loswp.shouldShowBulkDownload = true; window.loswp.showSignupCaptcha = false window.loswp.willEdgeCache = false; window.loswp.work = {"work":{"id":71147669,"created_at":"2022-02-11T20:19:12.006-08:00","from_world_paper_id":195384556,"updated_at":"2022-08-11T08:49:16.454-07:00","_data":{"abstract":"By the 21century, the elderly population will exceed the total population of the last century. The issue of caring for the elderly has resulted in the need for health care, assisted living, and independence of the elderly. Previous research has confirmed that introducing health technology at an early stage can encourage the elderly to continue their activities, promote their independence and reduce the cost of social care. In this study, which applies the advantages of virtual reality (VR) technology, Unity 3D software is used to design VR dumbbell motion software for the elderly. This software can provide positive excitation and enable the elderly to maintain continuous motion. The objectives of this research are as follows: (1) to construct VR prototypes; (2) to test their usability (i.e., operating efficiency, visibility, and error rate); and (3) to study the emotional response of interfaces. This study adopted the Self-Assessment Manikin to measure emotion and the questionnaires for user interaction satisfaction to measure usability. Interface experts were also invited to conduct experiments, fill in questionnaires and provide interviews. The comparison of the VR application programs with physical dumbbells yields the following conclusions. The VR application programs are more pleasant. The real water dumbbell interface feels slightly stronger. The interface learning performance of the VR application programs is better. The preliminary conclusions drawn from this study can be used as a reference for designers. Scholars are expected to conduct further explorations.","publisher":"Smart Design, Science and Technology","publication_date":"2021,,","publication_name":"Smart Design, Science and Technology"},"document_type":"paper","pre_hit_view_count_baseline":null,"quality":"high","language":"en","title":"VR interface design for promoting exercise among the elderly","broadcastable":true,"draft":null,"has_indexable_attachment":true,"indexable":true}}["work"]; window.loswp.workCoauthors = [329608]; window.loswp.locale = "en"; window.loswp.countryCode = "SG"; window.loswp.cwvAbTestBucket = ""; window.loswp.designVariant = "ds_vanilla"; window.loswp.fullPageMobileSutdModalVariant = "control"; window.loswp.useOptimizedScribd4genScript = false; window.loswp.appleClientId = 'edu.academia.applesignon';</script><script defer="" src="https://accounts.google.com/gsi/client"></script><div class="ds-loswp-container"><div class="ds-work-card--grid-container"><div class="ds-work-card--container js-loswp-work-card"><div class="ds-work-card--cover"><div class="ds-work-cover--wrapper"><div class="ds-work-cover--container"><button class="ds-work-cover--clickable js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;swp-splash-paper-cover&quot;,&quot;attachmentId&quot;:80797463,&quot;attachmentType&quot;:&quot;pdf&quot;}"><img alt="First page of “VR interface design for promoting exercise among the elderly”" class="ds-work-cover--cover-thumbnail" src="https://0.academia-photos.com/attachment_thumbnails/80797463/mini_magick20220214-19674-i43m1h.png?1644835644" /><img alt="PDF Icon" class="ds-work-cover--file-icon" src="//a.academia-assets.com/assets/single_work_splash/adobe.icon-574afd46eb6b03a77a153a647fb47e30546f9215c0ee6a25df597a779717f9ef.svg" /><div class="ds-work-cover--hover-container"><span class="material-symbols-outlined" style="font-size: 20px" translate="no">download</span><p>Download Free PDF</p></div><div class="ds-work-cover--ribbon-container">Download Free PDF</div><div class="ds-work-cover--ribbon-triangle"></div></button></div></div></div><div class="ds-work-card--work-information"><h1 class="ds-work-card--work-title">VR interface design for promoting exercise among the elderly</h1><div class="ds-work-card--work-authors ds-work-card--detail"><a class="ds-work-card--author js-wsj-grid-card-author ds2-5-body-md ds2-5-body-link" data-author-id="329608" href="https://nuu-tw.academia.edu/YuMinFang"><img alt="Profile image of Yu-Min Fang" class="ds-work-card--author-avatar" src="https://0.academia-photos.com/329608/92842/103816/s65_yu-min.fang.jpg" />Yu-Min Fang</a></div><div class="ds-work-card--detail"><p class="ds-work-card--detail ds2-5-body-sm">2021, Smart Design, Science and Technology</p></div><p class="ds-work-card--work-abstract ds-work-card--detail ds2-5-body-md">By the 21century, the elderly population will exceed the total population of the last century. The issue of caring for the elderly has resulted in the need for health care, assisted living, and independence of the elderly. Previous research has confirmed that introducing health technology at an early stage can encourage the elderly to continue their activities, promote their independence and reduce the cost of social care. In this study, which applies the advantages of virtual reality (VR) technology, Unity 3D software is used to design VR dumbbell motion software for the elderly. This software can provide positive excitation and enable the elderly to maintain continuous motion. The objectives of this research are as follows: (1) to construct VR prototypes; (2) to test their usability (i.e., operating efficiency, visibility, and error rate); and (3) to study the emotional response of interfaces. This study adopted the Self-Assessment Manikin to measure emotion and the questionnaires for user interaction satisfaction to measure usability. Interface experts were also invited to conduct experiments, fill in questionnaires and provide interviews. The comparison of the VR application programs with physical dumbbells yields the following conclusions. The VR application programs are more pleasant. The real water dumbbell interface feels slightly stronger. The interface learning performance of the VR application programs is better. The preliminary conclusions drawn from this study can be used as a reference for designers. Scholars are expected to conduct further explorations.</p><div class="ds-work-card--button-container"><button class="ds2-5-button js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;continue-reading-button--work-card&quot;,&quot;attachmentId&quot;:80797463,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;workUrl&quot;:&quot;https://www.academia.edu/71147669/VR_interface_design_for_promoting_exercise_among_the_elderly&quot;}">See full PDF</button><button class="ds2-5-button ds2-5-button--secondary js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;download-pdf-button--work-card&quot;,&quot;attachmentId&quot;:80797463,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;workUrl&quot;:&quot;https://www.academia.edu/71147669/VR_interface_design_for_promoting_exercise_among_the_elderly&quot;}"><span class="material-symbols-outlined" style="font-size: 20px" translate="no">download</span>Download PDF</button></div></div></div></div><div data-auto_select="false" data-client_id="331998490334-rsn3chp12mbkiqhl6e7lu2q0mlbu0f1b" data-doc_id="80797463" data-landing_url="https://www.academia.edu/71147669/VR_interface_design_for_promoting_exercise_among_the_elderly" data-login_uri="https://www.academia.edu/registrations/google_one_tap" data-moment_callback="onGoogleOneTapEvent" id="g_id_onload"></div><div class="ds-top-related-works--grid-container"><div class="ds-related-content--container ds-top-related-works--container"><h2 class="ds-related-content--heading">Related papers</h2><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="0" data-entity-id="83993077" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/83993077/Conceptual_Design_of_an_Extended_Reality_Exercise_Game_for_the_Elderly">Conceptual Design of an Extended Reality Exercise Game for the Elderly</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="37939065" href="https://independent.academia.edu/YvonneForsell">Yvonne Forsell</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Applied Sciences</p><p class="ds-related-work--abstract ds2-5-body-sm">Facing the increasingly serious ageing problem, IT technology is being applied more and more to alleviate the increasing health demands of the elderly. Virtual reality (VR) games, in particular, have been shown to benefit the physical and mental health of the elderly. However, almost all consumer-level VR games address the general user, not considering the characteristics of the elderly, such as their particular needs regarding cognitive aspects and safety. In addition, the existing VR rowing games’ research typically focuses on athlete training or is based on a rowing machine. Extending on previous research, this paper proposes a conceptual design of a VR rowing game, VRrowing to provide a home exercise game for the elderly which benefits both physical and mental health. This research first analysed the relevant literature and existing VR exercise games for the elderly to find characteristics and their particular needs. Then, following design principles (in exercise games, human–co...</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;Conceptual Design of an Extended Reality Exercise Game for the Elderly&quot;,&quot;attachmentId&quot;:89162976,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/83993077/Conceptual_Design_of_an_Extended_Reality_Exercise_Game_for_the_Elderly&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/83993077/Conceptual_Design_of_an_Extended_Reality_Exercise_Game_for_the_Elderly"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="1" data-entity-id="106937501" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/106937501/Enabling_Immersive_Exercise_Activities_for_Older_Adults_A_Comparison_of_Virtual_Reality_Exergames_and_Traditional_Video_Exercises">Enabling Immersive Exercise Activities for Older Adults: A Comparison of Virtual Reality Exergames and Traditional Video Exercises</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="172377759" href="https://independent.academia.edu/SocietiesMDPI">Societies MDPI</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Societies, 2021</p><p class="ds-related-work--abstract ds2-5-body-sm">Participating in cognitive and physical activities can help older adults to live a healthy and independent life. However, with the ongoing pandemic, face-to-face training options became unavailable or limited, yielding a need for alternatives. In this paper, we conducted a user study with older adults (N = 25) to compare a traditional, recorded 2D gymnastics video with an immersive virtual reality (VR) exergame. We evaluated the movement and heart rate of the participants, as well as their enjoyment, attention to the task, and perceived workload. In the VR condition, we additionally assessed their feeling of cybersickness. Finally, qualitative feedback about their preferences was collected. The results indicate that our immersive VR exergame can be a suitable alternative, but not a replacement for traditional 2D video-based exercise activities. Furthermore, the cognitive aspect of exergames can lead to the feeling of physical workload, even if easy movements are performed. Finally, we discuss the implications of our results for future VR exergames and point out advantages and disadvantages of the systems.</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;Enabling Immersive Exercise Activities for Older Adults: A Comparison of Virtual Reality Exergames and Traditional Video Exercises&quot;,&quot;attachmentId&quot;:105848395,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/106937501/Enabling_Immersive_Exercise_Activities_for_Older_Adults_A_Comparison_of_Virtual_Reality_Exergames_and_Traditional_Video_Exercises&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/106937501/Enabling_Immersive_Exercise_Activities_for_Older_Adults_A_Comparison_of_Virtual_Reality_Exergames_and_Traditional_Video_Exercises"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="2" data-entity-id="30238911" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/30238911/Revisiting_the_User_Experience_of_a_Virtual_Rehabilitation_Tool_for_the_Physical_Activation_and_Cognitive_Stimulation_of_Elders">Revisiting the User Experience of a Virtual Rehabilitation Tool for the Physical Activation and Cognitive Stimulation of Elders</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="2202158" href="https://uabc.academia.edu/AlbertoLMoran">Alberto L. Moran</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Lecture Notes in Computer Science, 2014</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;Revisiting the User Experience of a Virtual Rehabilitation Tool for the Physical Activation and Cognitive Stimulation of Elders&quot;,&quot;attachmentId&quot;:50702828,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/30238911/Revisiting_the_User_Experience_of_a_Virtual_Rehabilitation_Tool_for_the_Physical_Activation_and_Cognitive_Stimulation_of_Elders&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/30238911/Revisiting_the_User_Experience_of_a_Virtual_Rehabilitation_Tool_for_the_Physical_Activation_and_Cognitive_Stimulation_of_Elders"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="3" data-entity-id="92878495" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/92878495/User_centred_design_of_an_active_computer_gaming_system_for_strength_and_balance_exercises_for_older_adults">User-centred design of an active computer gaming system for strength and balance exercises for older adults</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="31001675" href="https://ulster.academia.edu/dominicholmes">dominic holmes</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Journal of Enabling Technologies, 2019</p><p class="ds-related-work--abstract ds2-5-body-sm">Purpose Active computer gaming (ACG) is a way for older people to participate in strength and balance exercise. Involving older adults in the development of a bespoke ACG system may optimise its usability and acceptability. The purpose of this paper is to employ user-centred design to develop an ACG system to deliver strength and balance exercises, and to explore its safety, usability and acceptability in older adults. Design/methodology/approach This paper describes user involvement from an early stage, and its influence on the development of the system to deliver strength and balance exercise suitable for display on a flat screen or using an Oculus Rift virtual reality (VR) headset. It describes user testing of this ACG system in older adults. Findings Service users were involved at two points in the development process. Their feedback was used to modify the ACG system prior to user testing of a prototype of the ACG system by n=9 older adults. Results indicated the safety, usabili...</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;User-centred design of an active computer gaming system for strength and balance exercises for older adults&quot;,&quot;attachmentId&quot;:95771598,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/92878495/User_centred_design_of_an_active_computer_gaming_system_for_strength_and_balance_exercises_for_older_adults&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/92878495/User_centred_design_of_an_active_computer_gaming_system_for_strength_and_balance_exercises_for_older_adults"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="4" data-entity-id="30238909" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/30238909/Borrowing_a_Virtual_Rehabilitation_Tool_for_the_Physical_Activation_and_Cognitive_Stimulation_of_Elders">Borrowing a Virtual Rehabilitation Tool for the Physical Activation and Cognitive Stimulation of Elders</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="2202158" href="https://uabc.academia.edu/AlbertoLMoran">Alberto L. Moran</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Lecture Notes in Computer Science, 2013</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;Borrowing a Virtual Rehabilitation Tool for the Physical Activation and Cognitive Stimulation of Elders&quot;,&quot;attachmentId&quot;:50702826,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/30238909/Borrowing_a_Virtual_Rehabilitation_Tool_for_the_Physical_Activation_and_Cognitive_Stimulation_of_Elders&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/30238909/Borrowing_a_Virtual_Rehabilitation_Tool_for_the_Physical_Activation_and_Cognitive_Stimulation_of_Elders"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="5" data-entity-id="52967648" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/52967648/Characteristics_Usability_and_Users_Experience_of_a_System_Combining_Cognitive_and_Physical_Therapy_in_a_Virtual_Environment_Positive_Bike">Characteristics, Usability, and Users Experience of a System Combining Cognitive and Physical Therapy in a Virtual Environment: Positive Bike</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="46573567" href="https://independent.academia.edu/MartaMondellini">Marta Mondellini</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Sensors (Basel, Switzerland), 2018</p><p class="ds-related-work--abstract ds2-5-body-sm">We present the architecture and usability evaluation of virtual reality system-&amp;quot;Positive Bike&amp;quot;-designed for improving cognitive and motor conditions in frail elderly patients. The system consists of a cycle-ergometer integrated in an immersive virtual reality system (CAVE) which allows combining motor and cognitive exercises according to a &amp;quot;dual-task&amp;quot; paradigm. We tested the usability and user&amp;#39;s experience of the prototype in a pilot evaluation study that involved five elderly patients. The prototype was tested in one-session training to understand the limitations and areas for improvement of our system. The evaluation consisted in (i) usability assessment using the system usability scale; (ii) evaluation of user&amp;#39;s engagement using the flow state scale; and (iii) expert evaluation involving interviews with domain experts. Results showed a good usability, both for system usability scale and the semi-structured interview. The level of flow (i.e., enjoyment ...</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;Characteristics, Usability, and Users Experience of a System Combining Cognitive and Physical Therapy in a Virtual Environment: Positive Bike&quot;,&quot;attachmentId&quot;:69973868,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/52967648/Characteristics_Usability_and_Users_Experience_of_a_System_Combining_Cognitive_and_Physical_Therapy_in_a_Virtual_Environment_Positive_Bike&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/52967648/Characteristics_Usability_and_Users_Experience_of_a_System_Combining_Cognitive_and_Physical_Therapy_in_a_Virtual_Environment_Positive_Bike"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="6" data-entity-id="89053339" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/89053339/Immersive_Virtual_Reality_as_a_Novel_Physical_Therapy_Approach_for_Nonagenarians_Usability_and_Effects_on_Balance_Outcomes_of_a_Game_Based_Exercise_Program">Immersive Virtual Reality as a Novel Physical Therapy Approach for Nonagenarians: Usability and Effects on Balance Outcomes of a Game-Based Exercise Program</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="28147082" href="https://independent.academia.edu/Jos%C3%A9M%C2%AACancelaCarral">José Mª Cancela Carral</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Journal of Clinical Medicine</p><p class="ds-related-work--abstract ds2-5-body-sm">Physical exercise has been recognized as an important strategy in the promotion of healthy aging. Positive effects on older adults’ motor ability are brought about by engaging their motor skills and promoting sensorimotor learning and cortical plasticity. These processes could be increased with the use of immersive virtual reality (IVR) technology, since the multisensory stimulation is greater. The aim of this study was to explore the usability and balance effects of an IVR exercise program in community-dwelling nonagenarian people. A sample of 12 women were allocated to an experimental group (EG n = 6; 91.67 ± 1.63 years) and a control group (CG n = 6; 90.83 ± 2.64 years). For 10 weeks, the EG used a commercial IVR exergame three times a week. All the sample completed the program without adverse effects (without Simulator Sickness Questionnaire symptoms). Post-gaming usability was good (System Usability Scale 78.33). The EG improved some balance parameters significantly (Tinetti te...</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;Immersive Virtual Reality as a Novel Physical Therapy Approach for Nonagenarians: Usability and Effects on Balance Outcomes of a Game-Based Exercise Program&quot;,&quot;attachmentId&quot;:92923254,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/89053339/Immersive_Virtual_Reality_as_a_Novel_Physical_Therapy_Approach_for_Nonagenarians_Usability_and_Effects_on_Balance_Outcomes_of_a_Game_Based_Exercise_Program&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/89053339/Immersive_Virtual_Reality_as_a_Novel_Physical_Therapy_Approach_for_Nonagenarians_Usability_and_Effects_on_Balance_Outcomes_of_a_Game_Based_Exercise_Program"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="7" data-entity-id="90619436" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/90619436/User_Centered_Design_of_an_Augmented_Reality_Gaming_Platform_for_Active_Aging_in_Elderly_Institutions">User Centered Design of an Augmented Reality Gaming Platform for Active Aging in Elderly Institutions</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="37384828" href="https://independent.academia.edu/HugoSim%C3%A3o">Hugo Simão</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Proceedings of the 5th International Congress on Sport Sciences Research and Technology Support, 2017</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;User Centered Design of an Augmented Reality Gaming Platform for Active Aging in Elderly Institutions&quot;,&quot;attachmentId&quot;:94133027,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/90619436/User_Centered_Design_of_an_Augmented_Reality_Gaming_Platform_for_Active_Aging_in_Elderly_Institutions&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/90619436/User_Centered_Design_of_an_Augmented_Reality_Gaming_Platform_for_Active_Aging_in_Elderly_Institutions"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="8" data-entity-id="84365708" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/84365708/Design_Considerations_for_Immersive_Virtual_Reality_Applications_for_Older_Adults_A_Scoping_Review">Design Considerations for Immersive Virtual Reality Applications for Older Adults: A Scoping Review</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="599016" href="https://uts.academia.edu/ABakiKocaballi">A. Baki Kocaballi</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Multimodal Technologies and Interaction</p><p class="ds-related-work--abstract ds2-5-body-sm">Immersive virtual reality (iVR) has gained considerable attention recently with increasing affordability and accessibility of the hardware. iVR applications for older adults present tremendous potential for diverse interventions and innovations. The iVR literature, however, provides a limited understanding of guiding design considerations and evaluations pertaining to user experience (UX). To address this gap, we present a state-of-the-art scoping review of literature on iVR applications developed for older adults over 65 years. We performed a search in ACM Digital Library, IEEE Xplore, Scopus, and PubMed (1 January 2010–15 December 2019) and found 36 out of 3874 papers met the inclusion criteria. We identified 10 distinct sets of design considerations that guided target users and physical configuration, hardware use, and software design. Most studies carried episodic UX where only 2 captured anticipated UX and 7 measured longitudinal experiences. We discuss the interplay between ou...</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;Design Considerations for Immersive Virtual Reality Applications for Older Adults: A Scoping Review&quot;,&quot;attachmentId&quot;:89414477,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/84365708/Design_Considerations_for_Immersive_Virtual_Reality_Applications_for_Older_Adults_A_Scoping_Review&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/84365708/Design_Considerations_for_Immersive_Virtual_Reality_Applications_for_Older_Adults_A_Scoping_Review"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="9" data-entity-id="71030245" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/71030245/Virtual_Reality_Exergames_for_People_Living_with_Dementia_Based_on_Exercise_Therapy_Best_Practices">Virtual Reality Exergames for People Living with Dementia Based on Exercise Therapy Best Practices</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="87092959" href="https://independent.academia.edu/JenniferBoger">Jennifer Boger</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Proceedings of the Human Factors and Ergonomics Society Annual Meeting</p><p class="ds-related-work--abstract ds2-5-body-sm">Exercise is an important factor for people living with dementia as it improves physical fitness and quality of life; however, it can be challenging for them to engage in exercise. This research created two virtual reality environments using Oculus Rift head-mounted display and Oculus touch controllers, with the goal of increasing the accessibility to exercise for people living with dementia. A three-week evaluation was conducted with six persons living with dementia to compare the virtual programs with human/therapist-guided exercise. The results showed that both virtual exercise programs were comparable to the therapist-guided exercise in terms of subjective enjoyment, comfort, and difficulty level of the activities. All the participants completed all the tasks designed for them in each day and five wanted to continue using virtual reality exercises. This research demonstrates promising potential of virtual reality exergames for people living with dementia. Future studies are neede...</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;Virtual Reality Exergames for People Living with Dementia Based on Exercise Therapy Best Practices&quot;,&quot;attachmentId&quot;:80543173,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/71030245/Virtual_Reality_Exergames_for_People_Living_with_Dementia_Based_on_Exercise_Therapy_Best_Practices&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/71030245/Virtual_Reality_Exergames_for_People_Living_with_Dementia_Based_on_Exercise_Therapy_Best_Practices"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div></div></div><div class="ds-sticky-ctas--wrapper js-loswp-sticky-ctas hidden"><div class="ds-sticky-ctas--grid-container"><div class="ds-sticky-ctas--container"><button class="ds2-5-button js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;continue-reading-button--sticky-ctas&quot;,&quot;attachmentId&quot;:80797463,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;workUrl&quot;:null}">See full PDF</button><button class="ds2-5-button ds2-5-button--secondary js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;download-pdf-button--sticky-ctas&quot;,&quot;attachmentId&quot;:80797463,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;workUrl&quot;:null}"><span class="material-symbols-outlined" style="font-size: 20px" translate="no">download</span>Download PDF</button></div></div></div><div class="ds-below-fold--grid-container"><div class="ds-work--container js-loswp-embedded-document"><div class="attachment_preview" data-attachment="Attachment_80797463" style="display: none"><div class="js-scribd-document-container"><div class="scribd--document-loading js-scribd-document-loader" style="display: block;"><img alt="Loading..." src="//a.academia-assets.com/images/loaders/paper-load.gif" /><p>Loading Preview</p></div></div><div style="text-align: center;"><div class="scribd--no-preview-alert js-preview-unavailable"><p>Sorry, preview is currently unavailable. You can download the paper by clicking the button above.</p></div></div></div></div><div class="ds-sidebar--container js-work-sidebar"><div class="ds-related-content--container"><h2 class="ds-related-content--heading">Related papers</h2><div class="ds-related-work--container js-related-work-sidebar-card" data-collection-position="0" data-entity-id="87649138" data-sort-order="default"><a class="ds-related-work--title js-related-work-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/87649138/Virtual_Reality_and_Augmented_Reality_Exergames_for_older_fallers_considerations_about_design_and_applicability_by_physical_therapists">Virtual Reality and Augmented Reality Exergames for older fallers: considerations about design and applicability by physical therapists</a><div class="ds-related-work--metadata"><a class="js-related-work-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="230824315" 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href="https://www.academia.edu/107241992/Usability_and_Acceptance_of_Exergames_Using_Different_Types_of_Training_among_Older_Hypertensive_Patients_in_a_Simulated_Mixed_Reality">Usability and Acceptance of Exergames Using Different Types of Training among Older Hypertensive Patients in a Simulated Mixed Reality</a><div class="ds-related-work--metadata"><a class="js-related-work-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="278312801" href="https://charite-de.academia.edu/OskarStamm">Oskar Stamm</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Applied Sciences</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;Usability and Acceptance of Exergames Using Different Types of Training among Older Hypertensive Patients in a Simulated Mixed 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data-collection-position="2" data-entity-id="17131505" data-sort-order="default"><a class="ds-related-work--title js-related-work-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/17131505/Virtual_reality_applications_for_addressing_the_needs_of_those_aging_with_disability">Virtual reality applications for addressing the needs of those aging with disability</a><div class="ds-related-work--metadata"><a class="js-related-work-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="32988865" href="https://usc.academia.edu/CaroleeWinstein">Carolee Winstein</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Studies in health technology and informatics, 2011</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;Virtual reality applications for addressing the needs of those aging with disability&quot;,&quot;attachmentId&quot;:42312622,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/17131505/Virtual_reality_applications_for_addressing_the_needs_of_those_aging_with_disability&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-related-work-grid-card-view-pdf" href="https://www.academia.edu/17131505/Virtual_reality_applications_for_addressing_the_needs_of_those_aging_with_disability"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-related-work-sidebar-card" data-collection-position="3" data-entity-id="99888026" data-sort-order="default"><a 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