| Literature DB >> 32116886 |
Eun J Lee1, Sung J Park2.
Abstract
This study investigates the application of immersive experience services to leisure facilities for the successful aging of the elderly. In the past, the social image of the elderly was that of passive beings who needed care due to physical and cognitive decline associated with biological aging. However, the concept of "successful aging" actively highlighting the positive aspects of aging and trying to promote longer and healthier life has started to acquire importance in recent years. In this context, elderly welfare centers can be described as facilities that encourage learning, leisure, and social activities of the elderly with impaired physical and cognitive functions. The use of recent immersive experience technologies such as virtual reality and mixed reality (MR), in order to mitigate physical and spatial constraints and provide an immersion into the desired environment and situation, could contribute substantially to the health of the elderly. However, the application of immersive technologies is concentrated on the provision of entertainment, education, and medical facilities. The number of previous studies on the immersion experiences of the elderly is limited, and the connection between immersion experiences and various services and programs that promote successful aging at elderly welfare centers requires further research. This study analyzes the function and space of the elderly welfare centers for successful aging through the review of previous studies and classifies immersion technology categories based on the review of the relevant literature. The study analyzes the health benefits of immersive experience technologies and related products and services and proposes an immersive experience service model for the elderly welfare center. The results of the study could provide a valuable input for the spatial application of immersive experience technologies for successful aging in the future.Entities:
Keywords: elderly welfare center; immersive experience; immersive experience service; immersive technology; successful aging; the elderly
Year: 2020 PMID: 32116886 PMCID: PMC7026025 DOI: 10.3389/fpsyg.2020.00008
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
FIGURE 1Research schematics.
Definition of successful aging.
| Successful aging | Definition |
| Disease prevention | Prevention of disease-related hazards, knowledge of health, and awareness of one’s health condition |
| Physical and cognitive function | High physical and mental functions, high learning ability and short-term memory, proper exercise, and physical fitness training |
| Psychological characteristics | Emotional stability, attachment to experiences and memories, absence of depression and loneliness, high degree of self-respect and satisfaction with life |
| Productive activities | Continuing educational and self-development, motivation for life, social activities, and an active attitude to learning |
| Social interaction | Close relationships with others, forming social bonds, adaptability to the environment, and social support |
Characteristics of immersive experience and technology (based on study by Jeong, 2019).
| Characteristics of immersive experience | Contents |
| Interactivity | Users can quickly and easily select the information they want and can control or adjust the situation based on the information they choose |
| Virtual simulation | Users can reproduce or manipulate things that are not directly experienced within a complete virtual space Users can communicate through an “avatar” with other participants in the virtual space |
Various sensory sensors can acquire and transmit information about the user A kind of sensory immersion, awareness of the user’s biological signals and behaviors, and automated service delivery | |
| Presence | Users can experience mixed reality (MR) and realistic media in realistic three-dimensional and vivid expression Includes super-high-definition display and holograms, audio system, etc. |
Functions and space composition of the elderly welfare center for successful aging.
| Welfare facility for the elderly | Successful aging | ||||||
| Physical and | |||||||
| Disease | cognitive | Psychological | Productive | Social | |||
| Function | Space | prevention | function | characteristics | activities | relationships | |
| Leisure and education | Hobbies activity | Multipurpose room, auditorium, hobby classroom, arcade/game room, art gallery | • | • | • | • | |
| Physical activity | Weight room, yoga/aerobics room, sports room | • | • | ||||
| Education | Classroom, computer room, library, assembly hall | • | • | ||||
| Function recovery | Medical care | Examining room, physiotherapy room, Chinese medical treatment room | • | • | • | ||
| Rehabilitation | Movement training room, rehabilitation room, meditation room, recovery room | • | • | • | |||
| Counseling and employment | Counseling | Health counseling and guidance room, psychology consultation room | • | • | • | • | |
| Employment | Employment consultation room, employment information room | • | |||||
| Exchange promotion | Refection | Restaurant, kitchen, cafeteria | • | ||||
| Rest | Indoor garden, lounge | • | • | ||||
| Communal | Entrance, stair hall, corridor, lobby | • | • | ||||
| space | |||||||
Summary of previous studies on immersive experience for the elderly.
| Author (year) | Participants/users | Immersive technology | Methods | Outcomes | Interrelationship | ||
| Phys. | Psych. | Soc. | |||||
| 30 elderly people over 65 years of age | Interactive video game-based (IVGB) physical training using the Xavix measured step system (XMSS) | Berg balance scale (BBS), timed up and go (TUG), modified falls efficacy scale (MFES) were measured before and after IVGB training | Improvement in all results based on the measurements of BBS, TUG and MFES, compared to the results before the IVGB training | • | |||
| 39 elderly aged 66–77 | Conduct performance assessments of the multiplayer online WoW (War of Warcraft) game for cognitive training. In WoW, players complete quests in a persistent virtual world to receive rewards and gain levels, many of which require collaboration and social interaction with other players | Used the SPPB (Shipley institute of living scale) to perform spatial visualization measurements, perceptual rate measurements, inference ability and memory tests | Following the WoW game, participants’ cognitive abilities appeared to improve. No relationship was found between the age and cognitive change. Lower-ability elderly stood to benefit more from cognitive training | • | |||
| Older adult women ( | Wii games played included table tennis, golf, bowling, sword fighting, archery, boxing, frisbee, tennis and cycling. Standard devices were used such as Wii software, television screen, etc. | Users played Nintendo Wii Sport game twice a week for a 6-week period. Full body movements were measured using accelerometers, and psychosocial effects were assessed through end-of-study focus group meetings | Participants’ athletic level has been improved, through easy to learn Wii games. Many of the women noted that playing the games allowed them to feel more connected to their grandchildren. Overall, the results revealed that the participants perceived an improved sense of physical, social and psychological well-being | • | • | • | |
| 174 participants aged 20–79 | NeuroRacer is a game developed to train multi-tasking skills during driving. The game is driving in virtual reality and includes step-by-step training content that must perform various quests | Using a stepwise algorithm, the participants individually set the level of difficulty in the game. The criterion for improving multitasking ability is limited to the settlement being improved by more than 80% in the same quest | After a month of training, the results showed significant improvements in the multitasking abilities of the elderly and, in the best case, the participants reached the same level as the one they had in their 20s | • | |||
| 38 elderly people living in long-term facilities | Sony’s Aibo is a dog-shaped robot that includes actuators, camera and touch sensors, and stereo sound. Aibo is mobile and autonomous. It can find its power supply by itself and it is programmed to play and interact with humans | Experiments were divided into three groups: uncontrolled group A, group B that lived with Aibo, group C that lived with live pet dog. Groups B and C lived for 8 weeks, 30 min a week with Aibo or a pet dog, and during the experiments, all groups received the UCLA depression scale | Groups B and C were much less lonely than group A, and overall social satisfaction improved. No difference in results was found between having a real pet dog and Aibo | • | • | ||
| Five elderly people aged 59, 63, 85, 86, and 90. | Developed a prototype of an AR-based interactive robot (MYRAbot) to make it easy to use medical drug dispensers. MYRAbot communicates with the elderly in real time through cameras, speakers, communications systems, etc. The main purpose is to provide information about the time and dosage medicine intake | A small number of the elderly were tested and then questioned on their acceptability and subjective feelings for MYRAbots (Likert 5-point scale) | Overall satisfaction with social intimacy and enjoyment averaged 4.73, a very high average. In addition, the lower the age, the higher was the satisfaction score for usefulness and functionality | • | • | ||
| 12 elderly aged 67–89 in care house | Paro is a seal-shaped robot with the major senses such as AI and NUL based vision, hearing and balance. Paro interacts with users through speech and behavioral pattern recognition, and can express emotions according to the situation | Participants communicated freely with Paro at the desired time from morning to afternoon for about 2 months. POMS indicators and urine tests were conducted to measure participants’ emotional and physiological responses | The results showed that Paro encouraged communication, strengthened social bonds, and had a significant effect on emotional stability. In particular, the urine tests showed positive changes in hormone levels associated with physiological responses | • | • | • | |
| Nine elderly people aged 83–98 at the dementia center | NeCoRo, a cat with synthetic fur, can recognize human behavior and the environment through internal sensors of tactile, sound, visual and direction. Using 15 actuators inside the body, actions are created according to internal emotions | Participants communicated freely with NeCoRo for about 30 min, and indicators such as ABMI, LMBS, and AAID were utilized to measure cognitive function and behavioral disorder levels. | The results showed that the more severe the symptoms of dementia, the lower the level of interaction. However, the participants’ physically disruptive behavior and overall agitation decreased significantly, and they felt happier following the interaction with the cat | • | • | ||
| Two extended families, including an elderly person who has never used a computer or a smartphone | Tlatoque is a digital frame that provides a means to communicate with Facebook to exchange images and other information collected by users in their homes. That is, it is a ubiquitous system that moves general SNS functions out of the desktop. | Most family members lived away from the elderly at the time of the experiment. Additional interviews with senior citizens were conducted to investigate subjective responses, along with the information collected from Tlatoque, which was placed in each household for a total of 21 weeks. | Tlatoque was not only easy to use but also facilitated the integration of SNS and was convenient to use in the information exchange process. All participants were positive and enthusiastic about using Tlatoque leading to enhanced family interactions offline. | • | • | ||
| Participants in the demonstration event for the prototype | The study developed a prototype of “Multisensory Interactive Window” for the elderly immersive experiences. It supports family connection and virtual tourism, and the intuitive interface allows users to interact with the target at anytime and anywhere | Through the opportunity to experience the prototype, the subjective opinion about the Multisensory Interactive Window, and the modification and supplementation on the way to output the 3D object, environment, voice, and fragrance were drawn | Empirical assessment validate the possibility of providing realistic and vivid interactions such as moving the camera to the center of the screen and creating a scent using an ultrasound humidifier through electrical plug control | • | • | ||
Product and services used in immersive experience technology.
| Technology | Service/product | Source | |
| VR | Step-by-step experience content for lifelong education and rehabilitation | Ericsson-LG | |
| VR/AR content for the elderly memories and natural recreation experiences | Rendever | ||
| VR/AR | Remotely controllable virtual olfactory device “VAQSO VR” | VAQSO | |
| AR | AR projector lamp “Komorebi” to create virtual sunshine and shadows | LESLIE NOOTEBOOM | |
| Artificial light window that provides virtual sunlight and sky | CoeLux | ||
| Skype lounge to interact with friends and family through immersive displays and audio | Maplewood Senior Living | ||
| AR indoor navigation app “Gatwick Airport Advertisement” at London’s Gatwick Airport | Gatwick Airport | ||
| Qualcomm immersive Audio (3D sound) | Qualcomm | ||
| AI/NLU | KIA Motors’ Real-time Emotion Adaptive Driving (R.E.A.D. System) | Kia Media | |
| Social robot PARO for communication and emotional care | AIST | ||
| AI-based fall prediction and detection device | Kardian | ||
| Social speaker NUGU providing natural language (speech) recognizing daily life services | SKT | ||
| AI button MAGO, which provides services such as daily activities services, dialogue and emergency treatment | MIKAWAYA21 | ||
| HR | Hologram table (Holoamp) | Holoamp | |
| Hologram projector device | Studio joanie lemercier | ||
| “HealthVoyager” an immersive medical opinion system at Boston Children’s Hospital | HealthVoyager | ||
| HoloLens for telemedicine and real-time communication | Microsoft |
FIGURE 2Framework of the immersive experience service.
Immersive experience service platform for successful aging.
| Successful aging | Immersive experience service | Input | Processing | Output | |
| Disease prevention | S.1 | Remote virtual medical service | User-definition, Environment | HR graphic | HR |
| S.2 | Immersive medical note service based on the health conditions | User-definition, Biometric | HR graphic | HR | |
| S.3 | Diet proposal and food information provision based on the health condition | Biometric, User-definition | AR graphic | AR | |
| S.4 | Identification of those at risk of falls and injuries, and undertaking preventive measures by learning various postures | Biometric, Environment, User-definition | AI program, NLU program | AI, NLU | |
| Physical and recognitive functionality | S.5 | Step-by-step AI-based virtual training contents | Biometric, User-definition | VR graphic | VR |
| S.6 | Step-by-step virtual training contents based on the physical capability | Biometric, User-definition | VR graphic | VR | |
| S.7 | Real-time route detection and AR navigation service based on the program | User-definition, Environment | AR graphic | AR | |
| Psychological characteristics | S.8 | Providing scattering of light, sunshine, and virtual sky through illumination | User-definition | AR graphic | AR |
| S.9 | Virtual travel contents for natural resorts or tourist attractions | User-definition | VR graphic | VR | |
| S.10 | Virtual nature environment factor (indoor garden, aquarium, etc.) service in space | User-definition | AR graphic, HR graphic | AR, HR | |
| S.11 | Customized indoor environment (lighting, sunlight, sound, etc.) service based on the physical/emotional status | Biometric, Environment, User-definition | AI program, NLU program | AI | |
| S.12 | Virtual memory remembrance contents based on the experience | User-definition | VR graphic | VR | |
| Productive activity | S.13 | Customized job information service through analyzing data on training and learning | User-definition | AI program, NLU program | AI |
| S.14 | Virtual job experience and education contents | User-definition | VR graphic | VR | |
| S.15 | Customized virtual environment contents associated with hobbies/education programs | User-definition | VR graphic, AR graphic | VR, AR | |
| S.16 | Sharing hobbies and education outcomes with the elderly from other regional communities | User-definition, Environment | AR graphic, HR graphic | AR, HR | |
| Social interaction | S.17 | Realistic 3D virtual object (bird, dolphin, etc.) service | User-definition, Environment | HR graphic | HR |
| S.18 | Social robot service that recognizes and expresses natural language | Biometric, User-definition | AI program, NLU program | AI, NLU | |
| S.19 | Immersive space service that allows to remotely communicate with friends and family | Environment, User-definition | AR graphic, HR graphic | AR, HR | |
| S.20 | Multimodal participation virtual environment and game contents based on social VR | User-definition | VR graphic | VR | |
Immersive experience service model according to the elderly welfare center.
| Characteristic Immersive | |||||||||||||
| Contents | Technology | Service | Function and spaces | experience | |||||||||
| Leisure and education | Function recovery | Counseling and employment | Promoting exchange | ||||||||||
| Hobbies | Physical | Medical | Communal | ||||||||||
| activity | Education | activity | care | Rehabilitation | Counseling | Employment | Refection | Rest | space | ||||
| Medical treatment | HR | S.1 | O | Presence | |||||||||
| HR | S.2 | O | Presence | ||||||||||
| Health information | AI/AR | S.3 | O | Information processing, Interactivity | |||||||||
| Prevention of falling | AI/NLU | S.4 | O | O | Information processing | ||||||||
| Cognitive training | VR | S.5 | O | Interactivity, Virtual simulation | |||||||||
| Physical training | VR | S.6 | O | Interactivity, Virtual simulation | |||||||||
| Navigation | AR | S.7 | O | O | O | O | O | O | O | O | O | O | Interactivity |
| Natural healing | AR | S.8 | O | O | O | O | O | O | O | O | O | O | Virtual simulation |
| VR | S.9 | O | O | Virtual simulation | |||||||||
| AR/HR | S.10 | O | O | Presence | |||||||||
| Mental stability | AI/NLU | S.11 | O | O | O | O | Information processing | ||||||
| Recollection of memories | VR | S.12 | O | Virtual simulation | |||||||||
| Employment information | AI | S.13 | O | Information processing | |||||||||
| Hobbies and education | VR | S.14 | O | Virtual simulation | |||||||||
| VR/AR | S.15 | O | O | Virtual simulation | |||||||||
| AR/HR | S.16 | O | O | Interactivity, Presence | |||||||||
| Communion with nature | HR | S.17 | O | O | O | Presence | |||||||
| Communication | AI/NLU | S.18 | O | O | O | Information processing, Interactivity | |||||||
| AR/HR | S.19 | O | Presence | ||||||||||
| VR | S.20 | O | Virtual simulation, interactivity | ||||||||||