scholarly journals Augmented Reality 3D Cubes Puzzle Bingo Game for the Elderly

Author(s):  
Woan Ning Lim ◽  
Yunli Lee ◽  
Ivan Anggoro
2019 ◽  
Vol 11 (17) ◽  
pp. 4792 ◽  
Author(s):  
Tsao ◽  
Shu ◽  
Lan

Through virtual interaction and multivariate communication, the social interaction and life satisfaction of elderly people can be improved. This study integrated virtual reality (VR) and augmented reality (AR) to construct a visualized reminiscence therapy system, which provides not only reminiscence entertainment but may also aid in dementia prevention for healthy and sub-healthy (a therapeutic working concept which defines an intermediate stage between health and disease) elderly people. Images taken by an LG 360 CAM are primarily introduced into Power Director 360 as the guide interface. The special effects are joined using After Effects. With the model constructed under 3ds Max, the reminiscence therapy system integrated by virtual reality and augmented reality is then established by the Unity engine. It is shown that the developed 3D ancient building model can be used by Samsung Note 5 smartphones as well as VR CASE glasses to increase the immersive experience for the elderly. Through nostalgic elements triggered by the AR/VR three-dimensional model and video/audio interaction, the feasibility of our integrated system for reminiscence therapy is thus verified. Through reminiscence therapy, memories and thoughts can fully be activated as a therapy for elderly people. The visualized reality system developed in this study can further promote the social interactional satisfaction of elderly people.


Author(s):  
Sangwan Jeon ◽  
Jiyoun Kim

This study was intended to determine the applicability of an augmented-reality-based muscle reduction prevention exercise program for elderly Korean women by observing changes in exercise self-efficacy and verifying the effectiveness of the program in the elderly after the application of the program. A total of 27 participants, who were elderly women aged 65+ and had not participated in any exercise programs until this study, were recruited for this study. They were divided into an experimental group (13 people) and a control group (14 people), and then the augmented-reality-based muscle reduction prevention exercise program was applied. This was a 30-min program, which included regular, aerobic, and flexibility exercises, and it was applied 5 times a week for 12 weeks. As a result of observing changes, it was found that the appendicular skeletal muscle mass (ASM) (F = 11.222, p < 0.002) and the skeletal muscle index (SMI) (kg/m2) (F = 10.874, p < 0.003) muscle parameters increased more in the experimental group compared to the control group, and there was a significant increase in gait speed (m/s) (F = 7.221, p < 0.005). For physical performance, as a result of conducting the Senior Fitness Test (SFT), a significant change was observed in the chair stand test (F = 5.110, p < 0.033), 2-min step test (2MST) (F = 6.621, p < 0.020), and the timed up-and-go test (TUG) (F = 5.110, p < 0.032) and a significant increase was also observed for exercise self-efficacy (F = 20.464, p < 0.001). Finally, the augmented-reality-based exercise program in this study was found to be effective in inducing physical activity in the elderly. Therefore, the augmented-reality-based muscle reduction prevention exercise program is considered to be effective in increasing the sustainability of exercise, thus preventing muscle reduction in the elderly.


2015 ◽  
Vol 39 (3) ◽  
pp. 462 ◽  
Author(s):  
Dal Jae Im ◽  
Jeunghun Ku ◽  
Yeun Joon Kim ◽  
Sangwoo Cho ◽  
Yun Kyung Cho ◽  
...  

2020 ◽  
Author(s):  
Sven Blomqvist ◽  
Stefen Seipel ◽  
Maria Engström

Abstract BackgroundImpaired balance leading to falls is common in the elderly, and there is strong evidence that balance training reduces falls and increases independence. Reduced resources in health care will result in fewer people getting help with rehabilitation training. In this regard, the new technology augmented reality (AR) could be helpful. With AR the elderly can receive help with instructions and get feedback on their progression in balance training. The purpose of this study was to examine the feasibility of using AR-based visual-interactive tools in balance training of the elderly.MethodsSeven elderly participants (66-88 years old) with impaired balance trained under supervision of a physiotherapist twice a week for six weeks using AR-based visual-interactive guidance, which was facilitated through a Microsoft HoloLens holographic display. Afterwards, participants and physiotherapists were interviewed about the new technology and their experience of the training. Also, fear of falling, balance and physical ability were measured before and after training.ResultsMost participants experienced the new technology as positive in terms of increased motivation and feedback. Experiences were mixed regarding the physical and technical aspects of the HoloLens and the design of the HoloLens application. The majority of participants perceived that they were steadier after training; this was also shown in the balance tests. Also, most participants reduced their fear of falling after the training. Participants also described issues that needed to be further improved, for example, the training program was difficult and monotonous. Further, the HoloLens hardware was felt to be heavy, the application's menu was difficult to control with different hand maneuvers, and the calibration took a long time. Suggestions for improvements were described.ConclusionsThe study showed that training with the new technology is, to some extent, feasible for the elderly, but needs further development. Also, the technology seemed to stimulate increased motivation and adherence to training. However, the new technology and training requires further development and testing in a larger context.


2021 ◽  
Vol 11 (17) ◽  
pp. 7843
Author(s):  
Kyungjin Han ◽  
Kiho Park ◽  
Kee-Hong Choi ◽  
Jongweon Lee

As the aging population increases rapidly throughout the world, various approaches and studies are in progress to prevent age-related diseases. Among the diseases related to the elderly, dementia (in which cognitive function declines) is classified as a mental disorder. Since there is currently no therapeutic agent for dementia, early diagnosis and prophylactic approaches may be useful. In this study, a mobile-based augmented reality system for regular cognitive function training is proposed to minimize declines in cognitive function among the elderly. Using the characteristics of markerless augmented reality technology that can support physical activities, the foregoing system was developed in the form of a serious game based on an understanding of physical aging by the main users and inspired by existing psychological cognitive evaluation tools. The augmented reality system proposed in this study aims to induce the active participation of clients with goal setting and motivation using a gamified training system. In addition, it can ultimately be used as a self-assessment tool by recording an individual users’ performance ability. This proposed system must be used after receiving proper guidance from psychologists. The game protocol was designed together with experts in clinical psychology: therapists as well as neuropsychological assessors who were experienced in carrying out cognitive training sessions. The experts said that the system could help improve cognitive functions, such as working memory, attention concentration, and visual perception memory. However, this system has some limitations. This system was verified once with a small number of experts and could not be introduced to an actual elderly group to undergo verification of effectiveness. To compensate, we will conduct experiments to verify the effectiveness in order to avoid placebo effects. The effectiveness of program implementation will be verified by digitizing the correlations between the results of the neuropsychological assessment in the form of paper and pens and the results of signal data.


2021 ◽  
Author(s):  
Sven Blomqvist ◽  
Stefen Seipel ◽  
Maria Engström

Abstract BackgroundImpaired balance leading to falls is common in the elderly, and there is strong evidence that balance training reduces falls and increases independence. Reduced resources in health care will result in fewer people getting help with rehabilitation training. In this regard, the new technology augmented reality (AR) could be helpful. With AR, the elderly can receive help with instructions and get feedback on their progression in balance training. The purpose of this pilot study was to examine the feasibility of using AR-based visual-interactive tools in balance training of the elderly.MethodsSeven elderly participants (66-88 years old) with impaired balance trained under supervision of a physiotherapist twice a week for six weeks using AR-based visual-interactive guidance, which was facilitated through a Microsoft HoloLens holographic display. Afterwards, participants and physiotherapists were interviewed about the new technology and their experience of the training. Also, fear of falling and balance ability were measured before and after training. ResultsFive participants experienced the new technology as positive in terms of increased motivation and feedback. Experiences were mixed regarding the physical and technical aspects of the HoloLens and the design of the HoloLens application. Participants also described issues that needed to be further improved, for example, the training program was difficult and monotonous. Further, the HoloLens hardware was felt to be heavy, the application's menu was difficult to control with different hand manoeuvres, and the calibration took a long time. Suggestions for improvements were described. Results of the balance tests and self-assessment instruments indicated no improvements in balance performance after AR training.ConclusionsThe study showed that training with the new technology is, to some extent, feasible for the elderly, but needs further development. Also, the technology seemed to stimulate increased motivation, which is a prerequisite for adherence to training. However, the new technology and training requires further development and testing in a larger context.


2019 ◽  
Vol 9 (18) ◽  
pp. 3897
Author(s):  
Yoon Jung Park ◽  
Hyocheol Ro ◽  
Nam Kyu Lee ◽  
Tack-Don Han

Developing innovative and pervasive smart technologies that provide medical support and improve the welfare of the elderly has become increasingly important as populations age. Elderly people frequently experience incidents of discomfort in their daily lives, including the deterioration of cognitive and memory abilities. To provide auxiliary functions and ensure the safety of the elderly in daily living situations, we propose a projection-based augmented reality (PAR) system equipped with a deep-learning module. In this study, we propose three-dimensional space reconstruction of a pervasive PAR space for the elderly. In addition, we propose the application of a deep-learning module to lay the foundation for contextual awareness. Performance experiments were conducted for grafting the deep-learning framework (pose estimation, face recognition, and object detection) onto the PAR technology through the proposed hardware for verification of execution possibility, real-time execution, and applicability. The precision of the face pose is particularly high by pose estimation; it is used to determine an abnormal user state. For face recognition results of whole class, the average detection rate (DR) was 74.84% and the precision was 78.72%. However, for face occlusions, the average DR was 46.83%. It was confirmed that the face recognition can be performed properly if the face occlusion situation is not frequent. By object detection experiment results, the DR increased as the distance from the system decreased for a small object. For a large object, the miss rate increased when the distance between the object and the system decreased. Scenarios for supporting the elderly, who experience degradation in movement and cognitive functions, were designed and realized, constructed using the proposed platform. In addition, several user interfaces (UI) were implemented according to the scenarios regardless of distance between users and the proposed system. In this study, we developed a bidirectional PAR system that provides the relevant information by understanding the user environment and action intentions instead of a unidirectional PAR system for simple information provision. We present a discussion of the possibility of care systems for the elderly through the fusion of PAR and deep-learning frameworks.


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