The DOI matches its DataCite record; 12 of the 12 references it cites were found in a registry or an index.
Archives of Thrill: The V-Armchair Experience
Open accessAbstract
Technology for older people is typically concerned either with health care or accessibility of existing systems. In this paper we take a more 'entertainment-oriented' approach to developing experiences aimed at older users. We describe here the design, development and a user study of the V-Armchair, a virtual reality and motion platform based roller coaster experience. The V-Armchair constitutes a blueprint for the digital archiving of physical ride experiences through the simultaneous capture of 360 video, sound and motion. It gives access to thrill experiences to those who may not be able to go on real thrill rides, such as older riders, and it can be considered as a class of technology that could help to support 'active aging' as defined by the World Health Organisation. We discuss strategies for capturing and then 'toning down' motion experiences to make them accessible for older users. We present a study which explores the user experience of the V-Armchair with an older group (median age 63) using a DK2 headset, and a younger group (median age 25) using a CV1 headset, via thematic analysis of semi-structured interviews and a modified version of the Game Experience Questionnaire, and discuss emergent themes such as the role of the presenter, reminiscence, presence and immersion.
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“A total of 10/13 of the studies reported participants’ experiences and perceptions of presence and immersion in IVR [9,14-16,46,48-52]. Participants reported that the feeling of presence made the experience feel more real [15] and allowed them to engage with objects in the virtual environment as if they were really present [9]. Participants from 3/13 of the studies explicitly reported enjoying the”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [49]
Experimental — accuracy not yet measuredThe source backs part of the claim, not all of it — or backs it for a different population, condition or comparison.
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“Feedback provided by participants during and after use was mostly positive [9,14,16,46,48,49,51]. Authors from 1/13 of the studies reported that participants were excited and curious about IVR and were keen to learn about its potential benefits [14]. A participant from another study went as far as to say that it was a technology that had been missing from their life [9]. Novelty experienced in IVR”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [49]
Experimental — accuracy not yet measuredThe source backs part of the claim, not all of it — or backs it for a different population, condition or comparison.
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“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”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [49]
Experimental — accuracy not yet measuredThe cited source says what the claim attributes to it.
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“Perceptions of the audiovisual quality of IVR hardware varied across studies [14,16,45,48-52]. A total of 5/13 of the studies reported some form of audiovisual issue [14,45,49-51], with feedback that the volume was not at the right level or was not clear enough [45,49-51] or that sound coming from the physical environment could negatively affect the IVR experience [45].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [49]
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Cites
Using thematic analysis in psychology
Braun, V., & Clarke, V. (2006) · Qualitative Research in Psychology · doi:10.1191/1478088706qp063oa · Cited by 194,414
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Quaternion-Based Extended Kalman Filter for Determining Orientation by Inertial and Magnetic Sensing
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Smell your way back to childhood: Autobiographical odor memory
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Performance-Led Research in the Wild
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Self-citationReminiscence Therapy using Image-Based Rendering in VR
Chapoulie, E., Guerchouche, R., Petit, P., Chaurasia, G., Robert, P. H., & George Drettakis, B. (2014) · IEEE Conference on Virtual Reality and 3D User Interfaces (VR) · doi:10.1109/vr.2014.6802049 · Cited by 46
Effects of Viewing Condition on User Experience of Panoramic Video
Passmore, P., Glancy, M., Philpot, A., Roscoe, A., Wood, A., & Fields, B. (2016) · Middlesex University Research Repository (Middlesex University Of London) · doi:10.2312/egve.20161428 · Cited by 30
Self-citationThe Challenges of Visual-Kinaesthetic Experience
Tennent, P., Marshall, J., Walker, B., Brundell, P., & Benford, S. (2017) · Designing Interactive Systems Conference · doi:10.1145/3064663.3064763 · Cited by 26
Self-citationDesigning for all in the house
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Ageing Positively with Digital Games
Villani, D., Serino, S., Triberti, S., & Riva, G. (2016) · Lecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering · doi:10.1007/978-3-319-49655-9_20 · Cited by 11
Walker, B., & Markowski, M. (2017) · Electronic workshops in computing · doi:10.14236/ewic/eva2017.26 · Cited by 1
Self-citation
Research works printed but not linked: 5
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Cited by
Sorted by citations
Healy, D., Flynn, A., Conlan, O., McSharry, J., & Walsh, J. (2022) · JMIR Serious Games · doi:10.2196/35802 · Cited by 77
“Participants lived across 9 different countries (Australia [14,15,45], China [16,47], United States [44,50], Denmark [9], Northern Ireland [46], Brazil [48], England [49], Taiwan [52], and Thailand [51]) and 5 different continents (Australia [14,15,45], Asia [16,47,51,52], North America [44,50], South America [48], an…”
BackgroundInfluential
Metadata
- Authors
- Passmore, P. J., Tennent, P., Walker, B., Philpot, A., Le, H., Markowski, M., & Karamanoglu, M.
- ORCID
- Venue
- The Eurographics Association
- Publisher
- The Eurographics Association
- Published
- 2017
- Pages
- 125-132
- OpenAlex
- W2794219053
- Cited by
- 2
- References
- 12
- Citations by year
- 2022: 1 · 2021: 1
- FWCI
- 0.00
- Type
- conference paper
- Language
- en
- Open access
- green
- eprints.mdx.ac.uk
- Locations
- Middlesex University Research Repository (Middlesex University Of London) (submittedVersion)
- Greenwich Academic Literature Archive (University of Greenwich) (submittedVersion)
- Repository@Nottingham (University of Nottingham) (submittedVersion, cc-by)
- Repository@Nottingham (University of Nottingham) (submittedVersion, other-oa)
- Eurographics
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Health Sciences › Medicine › Geriatrics and Gerontology › Technology Use by Older Adults
- Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
- Keywords
- elderly users, active ageing, motion platform, 360-degree video, motion capture, accessibility, user experience, Game Experience Questionnaire, immersion and presence, reminiscence
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