| Literature DB >> 36141517 |
Lucas Kupczik1, William Farrelly1, Shane Wilson1.
Abstract
Aging populations across the world are facing a number of challenges in the context of health and healthcare. These challenges are driven by the aging process and the illnesses associated with aging. Healthcare for older people has become a point of concern with most health organizations, and this is particularly the case with palliative care. In this instance, the movement of the patient may be restricted to a room with no or limited access to the outdoors. This research focuses on the active integration of immersive technologies with healthcare. By addressing the problem of providing patients with the experience of being present in an outdoors space, the associated psychological and physiological benefits can be identified. In this mixed methods research paper, the impact of a crossover study to discern technology preferences in relation to immersive technologies among a sample of older people is reported. In addition, the study highlights factors that contribute to a meaningful immersive experience that can improve psychological and physiological wellbeing. The study identifies that there are two significant categorical aspects that contribute to such immersive experiences, technological aspects (including, for example, the weight of headsets, visual impairment, pixelation, and gamification) and emotive aspects (for example, joy, anger, and fear). The study suggests that older people prefer immersive Virtual Reality (VR) environments rather than 360 video experiences. This can be attributed to the greater flexibility in the provision of interactivity in virtual reality systems.Entities:
Keywords: 360° videos; digital health; healthcare; immersive technology; nature; older people; outdoors; psychological health; sensor technology; virtual reality
Mesh:
Year: 2022 PMID: 36141517 PMCID: PMC9517141 DOI: 10.3390/ijerph191811250
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 4.614
Figure 1The 360° video experience image representation of video from user’s perspective.
Figure 2Driftwood beach environment in virtual reality perspective.
Comparison between questionnaire results for each technology using mean score.
| Question | Range | Mean VR | Mean 360° | |
|---|---|---|---|---|
| Q1. How aware were you about the real world during experience? | −3 = Extremely aware | +3 = Not at all | ||
| Q2. How real did the virtual world seem to you? | −3 = Not real at all | +3 = Completely real | ||
| Q3. Sensed like a virtual world instead of real environment. | −3 = Feels unreal | +3 = Feels real | ||
| Q4. How consistent is the virtual environment with a real world experience? | −3 = Inconsistent | +3 = Consistent | ||
| Q5. How real did the virtual world seem to you? | −3 = As real as an imagined world | +3 = Indistinguishable from the real world | ||
| Q6. Did you fell present in virtual space? | −3 = Not present | +3 = Present | ||
| Q7. I was not aware of my real environment. | −3 = Aware | +3 = Not aware | ||
| Q8. In a virtual world, I had a sense of “being there”. | −3 = Not present | +3 = Present | ||
| Q9. I felt like the virtual world surrounded me. | −3 = Not surrounded | +3 = Surrounded | ||
| Q10. I felt present in virtual space. | −3 = Not present | +3 = Present | ||
| Q11. I still paid attention to the real environment. | −3 = Paid attention | +3 = Did not pay attention | ||
| Q12. Virtual world seemed more realistic than the real world. | −3 = Real world more realistic | +3 = Virtual world more realistic | ||
| Q13. I felt like I was just perceiving pictures. | −3 = Fully disagree | +3 = Fully agree | ||
| Q14. I was completely captivated by the virtual world. | −3 = Not captivated | +3 = Captivated | ||
| Q15. I felt afraid in Virtual world. | −3 = Afraid | +3 = Not afraid | ||
| Q16. Experience captivated me. | −3 = Not captivated | +3 = Captivated | ||
| Q18. I did not feel comfortable. | −3 = Uncomfortable | +3 = Comfortable | ||
| Q19. I experienced pain or discomfort during trial. | −3 = Pain | +3 = No pain | ||
| Q20. I could not see or hear properly. | −3 = Problems | +3 = No problems | ||
| Q21. Which preference do you prefer? ( | 360° video | VR | VR (17) | Video (3) |
| Average immersion score | Sum of means by number of questions | 2.15 | 1.55 | |
Figure 3Comparative between issues found during VR and 360° trials.
Figure 4Positive and negative psychological effects occurrences on VR and 360° videos for older people.
Figure 5Physiological reactions comparative between VR and 360° videos.
Figure 6Immersive features highlighted by participants on both experiences.