| Literature DB >> 34803565 |
Shi Qiu1,2, Pengcheng An3,4, Kai Kang5,2, Jun Hu2, Ting Han1, Matthias Rauterberg1.
Abstract
Purpose The development of assistive technologies that support people in social interactions has attracted increased attention in HCI. This paper presents a systematic review of studies of Socially Assistive Systems targeted at older adults and people with disabilities. The purpose is threefold: (1) Characterizing related assistive systems with a special focus on the system design, primarily including HCI technologies used and user-involvement approach taken; (2) Examining their ways of system evaluation; (3) Reflecting on insights for future design research. Methods A systematic literature search was conducted using the keywords "social interactions" and "assistive technologies" within the following databases: Scopus, Web of Science, ACM, Science Direct, PubMed, and IEEE Xplore. Results Sixty-five papers met the inclusion criteria and were further analyzed. Our results showed that there were 11 types of HCI technologies that supported social interactions for target users. The most common was cognitive and meaning understanding technologies, often applied with wearable devices for compensating users' sensory loss; 33.85% of studies involved end-users and stakeholders in the design phase; Four types of evaluation methods were identified. The majority of studies adopted laboratory experiments to measure user-system interaction and system validation. Proxy users were used in system evaluation, especially in initial experiments; 42.46% of evaluations were conducted in field settings, primarily including the participants' own homes and institutions. Conclusion We contribute an overview of Socially Assistive Systems that support social interactions for older adults and people with disabilities, as well as illustrate emerging technologies and research opportunities for future work.Entities:
Keywords: Assistive technology; Older adults; People with disabilities; Social interaction; Socially assistive system
Year: 2021 PMID: 34803565 PMCID: PMC8591319 DOI: 10.1007/s10209-021-00852-w
Source DB: PubMed Journal: Univers Access Inf Soc ISSN: 1615-5289 Impact factor: 2.629
Literature search strategy
| Categories | Boolean search string |
|---|---|
| Social interactions | "social interactions" OR "social activity" OR "social connectedness" OR "social connectivity" OR "social isolation" OR socially OR "interpersonal relation" |
| AND | |
| Assistive technologies | "assistive technology*" OR "assistive device*" OR "assistive product" OR "assistive application" OR "technical aid" OR "assisted living" OR "self-help device" |
Fig. 1PRISMA [37] flowchart of the results of the literature search
Fig. 2Types of HCI technologies
Classification of HCI technologies
| Technology areas | Encompass | References |
|---|---|---|
| Cognition and meaning understanding | Facial/gesture tracking & recognition | [ |
| Text & code recognition | [ | |
| Voice recognition | [ | |
| Identity recognition | [ | |
| Image description | [ | |
| Wearable technologies | Head-mounted devices | [ |
| Smart belts | [ | |
| Smart watches/bands | [ | |
| Smart jewels | [ | |
| Smart vest | [ | |
| Social network & communication | Online social platforms | [ |
| Video/audio communication | [ | |
| Messaging communication | [ | |
| Multimedia technologies | Media playing/recording/sharing system | [ |
| Interpretation systems | [ | |
| Human-interface technology | Haptic interface | [ |
| Tangible interface | [ | |
| Touchscreen interface | [ | |
| Semi-transparent Video Interface | [ | |
| Sensor and device network | Distributed/Multiagent systems | [ |
| Multi-device systems | [ | |
| Virtual Reality (VR) | Therapeutic VR applications | [ |
| 360 videos and images | [ | |
| Immersive touring application | [ | |
| Ambient intelligence (AmI) | Ambient displays | [ |
| Ambient lightings | [ | |
| Electronic measurement | Social environment tracking and navigation | [ |
| Head gesture recognition | [ | |
| Augmented Reality (AR) | Mobile application | [ |
| Technology mediated sight | [ | |
| Others | Affective avatar taxonomy | [ |
Fig. 3A Venn diagram illustrates the relationships of multiple HCI technologies extracted from reviewed articles
Fig. 4Socially Assistive Systems for perceiving different kinds of social signals
Categories of evaluation methods
| System evaluation | Reference | |
|---|---|---|
Laboratory experiment (27) | User system interaction (18) | [ |
System validation (9) | [ | |
Field experiment (10) | [ | |
Qualitative study in artificial setting (15) | [ | |
Qualitative study in field setting (21) | [ |
Fig. 5Evaluation methods for target users
Fig. 6Time span of each evaluation method
Summary of paper lists and features
| No | Reference | HCI technology | Social signal perception | User involvement | Evaluation method & Time span |
|---|---|---|---|---|---|
| 1 | Hine & Arnott, 2002; [ | Multimedia story-telling service (web pages) | N/A | N/A | Qualitative study in artificial setting; Time span: hours |
| 2 | Miller et al. 2007; [ | Screen-based interface | Sign language | Several deaf participants and the deaf community were involved in the process to share their feedback on the design | Qualitative study in field settings; Time span: hours |
| 3 | Vincent et al. 2007; [ | A pocket PC with multimedia technologies that can translate sign language into oral language | Sign language | N/A | Field experiment with pre and post intervention measures; Time span: months (3) |
| 4 | Nguyen et al. 2008; [ | Mobile devices | N/A | The participants were involved in customization during the trials | Qualitative study in field setting; Time span: weeks |
| 5 | Dadlani et al. 2010; [ | Sensor technology for ambient display | N/A | Primary user studies: four focus groups to evaluate design concepts | Qualitative study in field setting: 1. Interviews (a laboratory simulation of a home environment); Time span: hours; 2. Case studies; Time span: weeks (2) |
| 6 | Hirano et al. 2010; [ | Classroom technology (collaborative visual scheduling system) | N/A | The approach was highly participatory, involving all stakeholders 1. Participatory design: - Ten educators; - Three therapists; - Observations at nine special education classrooms; 2. Two focus groups (stakeholders): N = 13 and N = 8 | Qualitative study in field setting; Time span: weeks (over three weeks, 97 h of observations) |
| 7 | Krishna et al. 2010; [ | Wearable device (computer vision, haptic technologies) | Facial expressions | N/A | Laboratory experiment (usability test for system validation); Time span: hours |
| 8 | McDaniel et al. 2010; [ | Haptic interface | Proxemics | N/A | Laboratory experiment; Time span: hours |
| 9 | Brok & Barakova, 2010; [ | Tangible multiagent system | N/A | N/A | Laboratory experiment; Time span: hours |
| 10 | Astell et al. 2010; [ | Multimedia touch screen system | N/A | A user-centered design approach arising from the need expressed by caregivers and people with dementia | Laboratory experiment; Time span: hours |
| 11 | Shim et al. 2010; [ | Web application (an online poker environment) | N/A | Exploratory field work to discover how games were learned and played | Qualitative study in field setting; Time span: hours |
| 12 | Black et al. 2011; [ | Augmentative and Alternative Communication (AAC) technology based on mobile application | N/A | User-centered design process: 1. Interviews from caregivers/stakeholders; 2. An ethnographic study over two weeks to shadow three participating children; 3. Further information (e.g., current use of AAC equipment) | Qualitative study in field setting; Time span: months (> 6) |
| 13 | Gilfeather-Crowley et al. 2011; [ | ESA network (wearable device) | Social space, social proximity | N/A | Laboratory experiment (for system validation); Time span: hours |
| 14 | Escobedo et al. 2012; [ | Mobile assistive application ( augmented reality) | N/A | N/A | Qualitative study in field setting; Time span: weeks (7) Pre-deployment for three weeks, deployment for three weeks and post-deployment for one week |
| 15 | Fuchsberger et al. 2012; [ | An online platform for ambient assisted living (AAL) | N/A | Directly involved end users into different studies: 1. Workshops; 2. Interviews with end users; 3. Survey; 4. Expert interviews | Laboratory experiment; Time span: hours (1.5–2) |
| 16 | Hermann et al. 2012; [ | Wearable device (motion sensor) | Head movements and head gestures | N/A | Laboratory experiment; Time span: hours |
| 17 | Wu & Koon, 2012; [ | Software application with tangible devices | N/A | N/A | Qualitative study in field setting; Time span: N/A |
| 18 | Hourcade et al. 2012; [ | Applications based on multitouch tablets | N/A | Work with 16 elementary school children and 10 middle school children over a wide range of ASD | Qualitative study in field setting; Time span: weeks |
| 19 | Garattini et al. 2012; [ | Communication system prototype (touch screen) | N/A | Participatory design which have been reported in previous two papers | Qualitative study in field setting; Time span: months (10 weeks) |
| 20 | Magee & Betke, 2013; [ | Embodied interface for social network | N/A | N/A | Qualitative study in field setting; Time span: hours |
| 21 | Nijhof et al. 2013; [ | Multiple commercial devices (TV, radio, telephone and treasure box) | N/A | N/A | Qualitative study in field setting; Time span: hours |
| 22 | Anam et al. 2014; [ | Smart glasses | Facial and behavioral expression | Participatory design, interviews and collaborate with three representative users | Laboratory experiment; Time span: hours (each conversation lasted for 10 min) |
| 23 | Bala et al. 2014; [ | Haptic interface (a vibrotactile chair) | Facial expressions) | N/A | Laboratory experiments (usability test for system validation); Time span: hours |
| 24 | Purves et al. 2014; [ | Touch screen based interface | N/A | Focus groups with older adults to identify and select relevant contents | Qualitative study in artificial setting; Time span: hours |
| 25 | Terven et al. 2014; [ | Head Pose Estimation based on SIFT features and Hidden Markov Models | Gestures and postures | N/A | Laboratory experiment; Time span: hours |
| 26 | Louanne E. Boyd et al. 2015; [ | Collaborative gaming (commercially iPad game) | N/A | N/A | Qualitative study in field setting; Time span: weeks |
| 27 | Nazzi et al. 2015; [ | Mobile/handheld interfaces | N/A | Co-design in-situ enactments and workshops | Qualitative study in field setting; Time span: years (> 1) |
| 28 | Abdallah et al. 2016; [ | Mobile application | Sign language | N/A | Field experiment; Time span: months (> 1) |
| 29 | Bekele et al. 2016; [ | VR system (multimodal virtual reality-based social interaction platform) | Facial and lip expressions | N/A | Laboratory experiment (one hour); Time span: hours |
| 30 | Buimer et al. 2016; [ | Wearable device | Facial expressions | N/A | Laboratory experiments (three phases: baseline, training, and experiment); Time span: hours (1.5) |
| 31 | Kim et al. 2016; [ | Assistive technology (an audio-augmented badminton game) | N/A | N/A | Qualitative study in field setting (i.e., sports center); Time span: hours |
| 32 | Sauvé, et al. 2016; [ | Online educational game | N/A | N/A | Field experiment (“pre-test/post-test” single group methodology); Time span: months (> 1) |
| 33 | Tapia et al. 2016; [ | Smart TV applications (Google Chromecast Technology) | N/A | N/A | Laboratory experiment: Stage 1: Laboratory-based inspection (a cognitive walkthrough by authors; heuristic evaluation by expert users); Stage 2: Usability test in a lab (simulate a home setting); Time span: hours |
| 34 | Wang et al. 2016; [ | A mobile application based on current reading assistant technologies | N/A | User centered design | Qualitative study in artificial setting; Time span: hours |
| 35 | Zhao et al. 2016; [ | A facial landmarking technology and a facial expression recognition technology | Facial expressions | N/A | Laboratory experiment (test recognition rates) Time span: hours |
| 36 | Voss et al. 2016; [ | Smart glasses system and mobile application | Facial expressions and head pose | N/A | Qualitative study in field setting; Time span: months (4) |
| 37 | Qiu et al. 2016; [ | Wearable device | Gaze behaviors | N/A | Laboratory experiment; Time span: hours |
| 38 | Baez et al. 2017; [ | Mobile application | N/A | N/A | Laboratory experiment; Time span: months (10 weeks) |
| 39 | Bonnin et al. 2017; [ | Wearable device (smart band) | N/A | N/A | Qualitative study in field setting; Time span: weeks (continuous for up to three weeks) |
| 40 | Davis et al. 2017; [ | Ambient assisted living (AAL) | N/A | N/A | Laboratory experiment; Time span: hours (1) |
| 41 | Gugenheimer et al. 2017; [ | Assistive technology (collaborative technology for communication) | Vocal behavior | A focus group to gain a deeper understanding of challenges of deaf people’s experience with assistive technologies (two mockup prototypes as technology probes) | Laboratory experiment; Time span: hours (1.5–2) |
| 42 | Meza-de-Luna et al. 2017; [ | Smart glasses (video camera and haptic belt) | Head nodding | N/A | Laboratory experiment; Time span: hours |
| 43 | Papa et al. 2017; [ | TV-based interface | N/A | N/A | Qualitative study in artificial setting; Time span: hours |
| 44 | Wu et al. 2017; [ | Computer vision recognition and artificial intelligence (automatic alt-text) | N/A | Iterative user centered design | 1. Qualitative study in artificial setting; Time span: hours; 2. Qualitative study in field setting; Time span: weeks (2) |
| 45 | Feng et al. 2017; [ | Interactive Table with tangible interfaces | N/A | N/A | Qualitative study in field setting; Time span: hours (in different days from 14:30 until 16:00) |
| 46 | Zolyomi et al. 2017; [ | A head-mounted camera system with computer vision technology | N/A | N/A | Qualitative study in artificial setting; Time span: N/A |
| 47 | Rahman et al. 2017; [ | A smart-phone based system | Facial behaviors and head pose | N/A | Laboratory experiment; Time span: hours |
| 48 | Sarfraz et al. 2017; [ | Wearable device | Gaze behaviors | N/A | Qualitative study in artificial setting; Time span: hours |
| 49 | Louanne E. Boyd et al. 2018; [ | Virtual Reality (VR) | Proximity, personal space, speech volume | Working in cooperation with a group of developmentally disabled adults: Stage 1: use card sort with 10 design partners to eliciting users requirements; Stage 2: role play with two participants to built low fidelity prototype; Stage 3: 10 developmentally disabled adults and 2 staff members participated in the development of high fidelity technology prototypes | Laboratory experiment (alternating treatment design); Time span: hours (20 one-minute trials in the system resulting in a total of 180 sessions) |
| 50 | Johnson et al. 2018; [ | Affective computing (affective avatar system) | Facial expressions for six emotional states | N/A | Laboratory experiment; Time span: hours (Participants performed 20 interactions with the avatar) |
| 51 | Lin et al. 2018; [ | VR technology | N/A | N/A | Field experiment (pre-test post-test); Time span: weeks (2) |
| 52 | McDaniel et al. 2018; [ | Haptic interface | Facial expressions | N/A | Laboratory experiment; Time span: hours |
| 53 | Pingali et al. 2018; [ | Smart wheel chair | Social /conversation distance | N/A | Laboratory experiment; Time span: hours |
| 54 | Yurkewich et al. 2018; [ | A tablet-based communication technology | N/A | Iterative user-centered design | Qualitative study in field setting; Time span: months (12 weeks) |
| 55 | Fleury et al. 2019; [ | Wearable assistive device (a fabric-based wearable SGD, wearable communication aid) | N/A | N/A | Qualitative study in field setting (i.e., school, playgroup, home, and other); Time span: weeks (4) |
| 56 | Isaacson et al. 2019; [ | Advanced Communication Technologies (ACT) (Uniper-Care Technologies) | N/A | N/A | Field experiment; Time span: months (4–5 weeks) |
| 57 | Marti & Recupero, 2019; [ | Wearable, smart jewels | N/A | The study adopts a participatory design approach, to understand the societal, cultural and usage scenarios | Qualitative study in artificial setting; Time span: days |
| 58 | McCarron et al. 2019; [ | Smart watch | Face identification | N/A | Laboratory experiment; Time span: months (Over 6 months, measured three times: baseline, 3 months and 6 months) |
| 59 | Tamplin, et al. 2019; [ | Online virtual reality platform | N/A | Two-phase iterative design | Laboratory experiment; Time span: hours |
| 60 | Lee et al. 2020; [ | Wearable device | Face and head pose estimation | Online survey Participants recruited through Amazon Mechanical Turk, responded to technology attitude and other questions | Field experiment (in-situ study); Time span: hours |
| 61 | Li et al. 2020; [ | Multimedia technology | N/A | Semi-structured interviews with older residents and caregivers were conducted in a Dutch nursing home, to understand the status of their social interaction | Qualitative study in field setting; Time span: days /months |
| 62 | Qiu et al. 2020; [ | Wearable device | Gaze behaviors (e.g., eye contact) | N/A | Lab experiment; Time span: hours |
| 63 | Theil et al. 2020; [ | Augmentative and Alternative Communication (AAC) device | Vocal behavior | Concept design was based on the findings of interviews conducted with 60 individuals living with deafblind people | N/A |
| 64 | Bellini et al. 2021; [ | Wearable technology | N/A | N/A | Qualitative study in field setting; Time span: months |
| 65 | Hsieh et al. 2021; [ | Eye-gaze assistive technology (EGAT) | Gaze behaviors | N/A | Field experiment (within-subjects design); Time span: hours |