Cited by 13Technology Use by Older AdultsVirtual Reality Applications and ImpactsSocial Robot Interaction and HRI

Can Virtual Reality Satisfy Entertainment Needs of the Elderly? The Application of a VR Headset in Elderly Care

Lai, Xiaojun, Lei, Xin, Chen, Xuanwei, Rau, Pei-Luen Patrick·2019·Lecture Notes in Computer Science

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Crossref · 10.1007/978-3-030-22580-3_13

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13 of 13 references verified0 citation errors · 0 not checkable

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  • 11/13 of the studies described feedback on the content presented, with participants preferring still content to moving content, preferring familiar content similar to past experiences, showing a strong preference for tailoring content to their own interests, enjoying the adaptive nature of the content, suggesting more diversity in content, and giving only a few negative comments about content.

    “A total of 11/13 of the studies described feedback on the content presented, specifically the various objects and scenes inside the virtual environment and participants’ experiences navigating them [9,14-16,44,46-48,50-52]. Participants preferred still content to moving content [44,51] and preferred content that was familiar [52], in particular, content similar to past experiences in real life [44”
  • There was a temporal pattern in older adults' perceptions of IVR across stages of use, illustrating the importance of users' preconceptions and how they can differ from actual experience, with a generally negative impression before use changing to a generally positive impression after use.

    “There was a temporal pattern identified in the data that consisted of older adults’ perceptions of IVR across stages of IVR use (perceptions of IVR [9,14-16,44-52]). It began with older adults’ perceptions of IVR before use, followed by their perceptions during and immediately after use. This pattern illustrates the importance of users’ preconceptions of a given technology and how they can differ”
  • The physical capabilities of the participants influenced their experience with IVR, with impaired hearing or vision hindering the experience, a lack of mobility preventing some from making the most of the full 360° experience, and some finding it difficult to turn themselves to see other features in the environment.

    “The physical capabilities of the participants and how that influenced their experience with IVR were also reported [9,15,16,44,47,48,50,51]. Having impaired hearing or vision hindered the participants’ experience with IVR [16,50,51]. A lack of mobility also prevented some participants from making the most of the full 360° experience [9,47,48,50], where some found it difficult to turn themselves to”

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Authors
Lai, X., Lei, X., Chen, X., & Rau, P.-L. P.
Affiliations
Tsinghua University (CN)
Corresponding author
  • Lai, Xiaojun
  • Lei, Xin
  • Chen, Xuanwei
  • Rau, Pei-Luen Patrick
Venue
Lecture Notes in Computer Science
Published
2019
Pages
159-172
ISSN
  • 0302-9743 (ISSN-L)
  • 1611-3349
OpenAlex
W2956237785
Cited by
13
References
13
Citations by year
2026: 1 · 2025: 5 · 2023: 3 · 2022: 2 · 2021: 2
FWCI
3.41
Type
conference paper
Language
en
Open access
closed
Locations
Lecture notes in computer science (publishedVersion)
Topics
  • Social Sciences › Demography › Technology Use by Older Adults
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
Keywords
virtual reality, older adults, elderly care, entertainment needs, virtual reality headsets, emotional state, arousal, valence, game design guidelines, aging communities

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