scholarly journals Co-Designing a Virtual Reality Application to Enhance Reminiscence Therapy for Persons with Dementia

2021 ◽  
Vol 5 (Supplement_1) ◽  
pp. 1004-1005
Author(s):  
Winnie Sun ◽  
Alvaro Quevedo

Abstract Reminiscence therapy for persons with dementia is often being conducted by employing analog media including pictures and videos organized and presented by a caregiver. However, such media lacks the immersive experience to support patient engagement and successful recollection of reminiscence events. Recently, Virtual Reality (VR) is gaining momentum as a potential technological tool to support dementia care due to its increased immersion, presence, and embodiment. Haptic artifacts can be used to enrich reminiscence therapy as part of the multi-sensory stimuli to increase immersion and patient engagement, as well as improving social connectedness and cognitive health. The purpose of this project is to explore the use of VR application to advance reminiscence therapy for persons with dementia. We have prototyped an immersive and non-immersive VR framework that allows caregivers to deliver reminiscence therapy for persons with dementia with varying stages in their disease progression. These reminiscence therapy sessions are built by employing a narrative storyboard and content management through a series of co-designing sessions with content experts at the Geriatric Dementia Unit in Ontario, Canada. A caregiver-led VR framework will be adopted to enable the caregiver to guide the persons with dementia to safely navigate through the interactive VR environment, while allowing the patients to engage with the interactive VR elements using a point-and-pinch gesture approach. We anticipate that the VR experiences hold the potential for improving the interactions between persons with dementia and caregivers, as well as enhancing the reminiscence experiences to promote the maximal therapeutic benefit of patient’s recovery.

2020 ◽  
Vol 19 (s) ◽  
pp. 1-1
Author(s):  
W. Sun ◽  
S. Horsburgh ◽  
A. Quevedo ◽  
R. Liscano ◽  
A. Tabafunda ◽  
...  

2019 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Endang Setyawati ◽  
Adwiyah Asyifa ◽  
Hendro Trieddiantoro Putro ◽  
Mohammad Ischak

In the last decades, new technologies have been developed and used for digital conservation. Nowadays, virtual reality is becoming an instrument applicable to many areas of science and visual communication. Pathok Negoro Mosque is one of the Javanese Islamic mosque buildings that was built in the 1700s. The building of this mosque still exists. Pathok Negoro Mosque several times has changed the shape and architecture of the building. The mosque was established during the reign of Sultan Hamengku Buwana I, has an extraordinary concept and philosophy. This project was an archiving physical space so they can be digitally preserved. In this paper, we will present the process of the VR app making also describe the benefits and challenges associated with this approach. The method was by research and development by prototyping the building in 3D model, then providing virtual tours in different place and times. This paper will discuss the VR issue focusing on several hardware devices and software platforms for digital content management. This case study allowing a better understanding of masjid pathok negoro history and atmosphere. The analyzed of virtual experience proved to be advantageous in delivering tangible and intangible information.


Information ◽  
2019 ◽  
Vol 10 (5) ◽  
pp. 177
Author(s):  
Henrique Rossi ◽  
Raquel Prates ◽  
Sibele Santos ◽  
Renato Ferreira

Serious games for health are those that are not aimed solely at entertainment, but rather at supporting health treatments. In this paper, we develop and assess the proposal of a Virtual Reality (VR) game aimed at supporting Sensory Processing Disorder (SPD) treatment. SPD is a condition which affects the integration and processing of the various stimuli coming from inside and outside of the body and its treatment involves providing patients with controlled sensory stimuli. Our goal is to investigate whether a Virtual Reality game that can stimulate different sensory systems could be useful in SPD treatment. In order to do so, we have designed and developed Imaginator, a VR Roller Coaster Game connected with a Head Mounted-Display (HMD) which can be customized by therapists to adjust its stimuli to different patients’ needs in therapy. Imaginator was assessed by five occupational therapists through its use in their treatment sessions. Each therapist had the game available in their therapy environment for around 2–3 weeks. They were instructed to use the game whenever they thought it could be interesting to a patient’s treatment. After the trial period, they were interviewed about their experience in using the game and their perception of its impact in therapy sessions. Our results show that therapists in general perceived Imaginator as having a positive effects in patients’ treatment. They noticed that it was able to stimulate different senses, and they reported that in some cases it was able to help patients relax, increase their concentration and even work as an encouragement to explore similar activities in the physical world. There were a few patients who experienced some adverse reactions, such as nausea, but nothing that they felt was worrying or that could prevent the game from being used.


2021 ◽  
Author(s):  
Yusep Rosmansyah ◽  
Atina Putri ◽  
Allya P. Koesoema ◽  
Abdurachman Latief ◽  
Yuni Sari Amalia

BMJ Open ◽  
2021 ◽  
Vol 11 (2) ◽  
pp. e046030
Author(s):  
Dimitrios Saredakis ◽  
Hannah A D Keage ◽  
Megan Corlis ◽  
Tobias Loetscher

IntroductionApathy is a prevalent neuropsychiatric symptom for older adults residing in aged care. Left untreated, apathy has been associated with accelerated cognitive decline and increased risk of mortality. Reminiscence therapy is commonly used in aged care and has demonstrated to reduce apathy. Traditional methods of reminiscence use physical objects and more recently technology including tablets and laptop computers have demonstrated potential. Virtual reality (VR) has successfully been used to treat psychological disorders; however, there is little evidence on using VR for behavioural symptoms such as apathy in older adults. Using VR to deliver reminiscence therapy provides an immersive experience, and readily available applications provide access to a large range of content allowing easier delivery of therapy over traditional forms of therapy. This study aims to identify changes in apathy after a reminiscence therapy intervention using head-mounted displays (HMDs).Methods and analysisParticipants will be allocated to one of three groups; reminiscence therapy using VR; an active control using a laptop computer or physical items and a passive control. A total of 45 participants will be recruited from residential aged care (15 in each group). The three groups will be compared at baseline and follow-up. The primary outcome is apathy, and secondary outcomes include cognition and depression. Side effects from using HMDs will also be examined in the VR group. Primary and secondary outcomes at baseline and follow-up will be analysed using linear mixed modelling.Ethics and disseminationEthics approval was obtained from the University of South Australia Human Research Ethics Committee. The results from this study will be disseminated through manuscript publications and national/international conferences.Trial registration numberACTRN12619001510134.


Sign in / Sign up

Export Citation Format

Share Document