Developing virtual environments for older users: Case studies of virtual environments iteratively developed for older users and people with dementia

Author(s):  
Panote Siriaraya ◽  
Chee Siang Ang
2020 ◽  
Author(s):  
Hannah Liane Christie ◽  
Lizzy Mitzy Maria Boots ◽  
Ivo Hermans ◽  
Mark Govers ◽  
Huibert Johannes Tange ◽  
...  

BACKGROUND In academic research contexts, eHealth interventions for caregivers of people with dementia have shown ample evidence of effectiveness. However, they are rarely implemented into practice and much can be learned from their counterparts (from commercial, governmental, or other origins) that are already being used in practice. OBJECTIVE This study aimed to (1.) examine a sample of case studies of eHealth interventions to support informal caregivers of people with dementia, that are currently used in the Netherlands; (2.) investigate what strategies are used to ensure the desirability, feasibility, viability, and sustainability of the interventions, and (3.) apply the lessons learned from this practical, commercial implementation perspective to academically developed eHealth interventions for caregivers of people with dementia. METHODS In step one, experts (N=483) in the fields of dementia and eHealth were contacted and asked to recommend interventions that met the following criteria: (1.) delivered via the internet, (2.) suitable for informal caregivers of people with dementia, (3.) accessible in the Netherlands, either in Dutch or in English, and (4.) used in practice. The contacted experts were academics working on dementia and/or psychosocial innovations, industry professionals from eHealth software companies, clinicians, patient organisations, and people with dementia and their caregivers. In step two, contact persons from the suggested eHealth interventions participated in a semi-structured telephone interview. The results were analysed using multiple-case study methodology. RESULTS Twenty-one eHealth interventions for caregivers of people with dementia were suggested by experts. Nine of these 21 interventions met all four criteria and were included in the sample for case study analysis. Four cases were found to have developed sustainable business models. Five cases were implemented in a more exploratory manner and relied on research grants to varying extents, though some had also developed preliminary business models. CONCLUSIONS These findings suggest that the desirability, feasibility, and viability of eHealth interventions for caregivers of people with dementia are linked to their integration into larger structures, their ownership and support of content internally, their development of information and communication technology (ICT) services externally, and offering fixed, low-level pricing. The origin of the case studies was also important, as eHealth interventions that had originated in an academic research context less reliably found their way to sustainable implementation. In addition, careful selection of digital transformation strategies, more intersectoral cooperation, and more funding for implementation and business modelling research are recommended to help future developers bring eHealth interventions for caregivers of people with dementia into practice.


2013 ◽  
pp. 614-638
Author(s):  
Shannon Kennedy-Clark ◽  
Kate Thompson

The chapter will explain the role of scenario-based MUVES and educational games in science education and will present both the benefits for students and the challenges of using these forms of technology in a classroom setting. This chapter presents the findings of two case studies on the use of a scenario-based Multi-User Virtual Environments (MUVE) in science education. The chapter will consider strategies for designing professional development programs for teachers and pre-service teachers to enhance both the teachers’ skills and their confidence in using and designing classroom activities suitable for MUVEs and educational games in science inquiry learning.


Author(s):  
Chairi Kiourt ◽  
Anestis Koutsoudis ◽  
Dimitris Kalles

This article focuses on important factors in the creation of enhanced personalised experiences in virtual environments for cultural heritage applications, especially those targeting virtual museums and exhibitions. Some of the most important factors relating to personalised virtual museums that relate to intelligent content and user modelling in virtual environments are being highlighted and discussed. After an extensive review of the current trends in the domain, the article presents a generalised framework for the development of the next generation enhanced VR experiences in personalised virtual museums. This framework, which naturally surfaces from the domain, was put to the test in the development of the DynaMus platform and two case studies based on this platform are referenced and commented to support such an approach. This concept can serve as the general framework for developing enhanced personalised virtual environments for cultural heritage applications.


2014 ◽  
Vol 38 (2) ◽  
pp. 170-178 ◽  
Author(s):  
Alexandra S. Creighton ◽  
Tanya E. Davison ◽  
Eva S. van der Ploeg ◽  
Cameron J. Camp ◽  
Daniel W. O’Connor

2001 ◽  
Vol 1 (1) ◽  
pp. 72-83 ◽  
Author(s):  
Sankar Jayaram ◽  
Judy Vance ◽  
Rajit Gadh ◽  
Uma Jayaram ◽  
Hari Srinivasan

Virtual reality applications are making valuable contributions to the field of product realization. This paper presents an assessment of the hardware and software capabilities of VR technology needed to support a meaningful integration of VR applications in the product life cycle analysis. Several examples of VR applications for the various stages of the product life cycle engineering are presented as case studies. These case studies describe research results, fielded systems, technical issues, and implementation issues in the areas of virtual design, virtual manufacturing, virtual assembly, engineering analysis, visualization of analysis results, and collaborative virtual environments. Current issues and problems related to the creation, use, and implementation of virtual environments for engineering design, analysis, and manufacturing are also discussed.


Author(s):  
Mark Childs

This chapter aims to provide a background to two aspects that figure prominently in later chapters of this book, by introducing many of the concepts relevant to them, and establishing a consistent terminology with which to describe them. The first of these aspects is that of the technological platforms employed. Technological platforms are used in a range of different activities within interprofessional learning. These activities include accessing learning objects, conducting situative learning in order to establish jointly developed knowledge, providing an opportunity to develop an online professional identity and creating links within a community. In this discussion, one particular platform is particularly referred to throughout. That is the immersive virtual worlds (IVW), also referred to as multi-user virtual environments (MUVE). This is to provide more information for those unfamiliar with immersive virtual worlds and because these particular environments form the basis of many of the case studies described in the remainder of the book. Experience of virtual worlds also indicates that they may have special relevance to interprofessional education, particularly around notions of ‘presence’, ‘embodiment’ and ‘identity’, and these are concepts that have been given a fuller explanation for this reason. Secondly, a range of different theoretical frameworks for understanding the education activities and interactions that take place using these technological platforms are introduced and discussed.


Dementia ◽  
2018 ◽  
Vol 19 (4) ◽  
pp. 1086-1130 ◽  
Author(s):  
Garuth Chalfont ◽  
Christine Milligan ◽  
Jane Simpson

Objective Multimodal non-pharmacological interventions have been argued to have the potential to complement current pharmacological approaches to improving quality of life for people living with dementia. The aim of this review was to identify, synthesise and appraise the evidence for the effectiveness of multimodal non-pharmacological interventions for improving cognitive function specifically. Method After a comprehensive search strategy including grey literature, 26 studies were reviewed. The inclusion criteria concerned adults with a primary diagnosis of dementia. Studies used two or more different modes of intervention, and measured a cognitive outcome. Due to differences in the conceptualisations of the term ‘multimodal’, a typology of modes and methods was developed to facilitate classification of candidate studies. Results Twenty-one group studies and five case studies were found. Group studies used two or three modes of intervention and multiple methods to implement them. Interventions utilised were cognitive, physical, psychological and psychosocial, nutrition, fasting, gut health, sleep hygiene, stress reduction, detoxification, hormonal health and oxygen therapy. Five individual case studies were found in two separate papers. Each personalised patient treatment utilised in-depth assessments and prescribed up to nine different modes. In 19 (90%) of the 21 group comparisons, participants were reported to have cognitive improvements, stability with their dementia or a delay in their decline. The extent of these improvements in terms of meaningful clinical change was variable. Conclusion Multimodal non-pharmacological interventions have the potential to complement singular therapeutic approaches by addressing multiple modifiable risk factors currently understood to contribute towards cognitive decline.


2020 ◽  
pp. 1348-1366
Author(s):  
Chairi Kiourt ◽  
Anestis Koutsoudis ◽  
Dimitris Kalles

This article focuses on important factors in the creation of enhanced personalised experiences in virtual environments for cultural heritage applications, especially those targeting virtual museums and exhibitions. Some of the most important factors relating to personalised virtual museums that relate to intelligent content and user modelling in virtual environments are being highlighted and discussed. After an extensive review of the current trends in the domain, the article presents a generalised framework for the development of the next generation enhanced VR experiences in personalised virtual museums. This framework, which naturally surfaces from the domain, was put to the test in the development of the DynaMus platform and two case studies based on this platform are referenced and commented to support such an approach. This concept can serve as the general framework for developing enhanced personalised virtual environments for cultural heritage applications.


Author(s):  
Erik Champion

We cannot begrudge students their envy in looking at popular films and computer games as major contenders for their spare time. While we as teachers could attempt to fight the popularity of games, I suggest a more useful endeavor would be to attempt to understand both the temptation of games, and to explore whether we could learn from them, in order to engage students and to educate them at the same time. There are still few applicable theories and successful case studies on how we could do this using virtual environments and associated technology (referred to by some as virtual reality, or VR). To help answer the question of “but what can we do about it,” I will outline several simplified theories of cultural learning based on interaction, and the experience I gained from employing them in two different virtual environment projects.


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