Co-creating personal augmented reality accessories to enhance social well-being of urban San youth

Author(s):  
Maria Kauhondamwa ◽  
Heike Winschiers-Theophilus ◽  
Simson Kapembe ◽  
Hiskia Costa ◽  
Jan Guxab ◽  
...  
Keyword(s):  
2022 ◽  
Vol 128 ◽  
pp. 107126
Author(s):  
Ana Javornik ◽  
Ben Marder ◽  
Jennifer Brannon Barhorst ◽  
Graeme McLean ◽  
Yvonne Rogers ◽  
...  

Author(s):  
Luis Almeida ◽  
Paulo Menezes ◽  
Jorge Dias

The socialization between elderly people assumes a key role on their mind and body well-being while loneliness expects to be one of major problems of our increasing age society. This research aims to study and develop a framework to support elderly people socialization when they are confined to their homes for some reason. It can be also adequate for people following some neurological or physical rehabilitation treatment remotely or monitoring behaviors in order to prevent potential diseases. This work proposes a framework that supports the socialization through Augmented Reality (AR) based on telepresence. The aim is a low cost solution that enables users to communicate and interact remotely, experiencing the benefits of a face-to-face meeting. The authors explore computers graphics, spatial audio, and artificial vision to induce sensations of being physical in the presence of other people and exploit the potential activities that such frameworks enable. TV and phones are elderly common companion devices that should be complementarily used with emergent AR technologies to enhance and create the remote presence feeling, minimizing the loneliness. Inspired by Virtual Reality (VR) studies, one of the authors’ goals is to explore if VR presence measurement instruments are useful in the AR context by reviewing literature on the area.


Author(s):  
Luis Ronquillo ◽  
Victor Zamudio ◽  
David Gutierrez-Hernandez ◽  
Carlos Lino ◽  
Javier Navarro ◽  
...  

2019 ◽  
Author(s):  
Tim Wulf ◽  
Matthew Baldwin

This research investigates the augmented-reality smartphone game Pokémon Go and proposes that nostalgia is one particular reason for the game’s popularity and success. We propose that nostalgia acts as both a precursor to individuals’ desire to play the game, and a variable that predicts entertainment experiences and well-being while using the game. Two studies investigate these predictions. Study 1 was conducted in Germany before the game’s release in 2016 and shows that the meaning players ascribe to Pokémon predicted anticipated nostalgia, which in turn motivated them to play the game. Study 2 replicates and extends these findings in an American sample after the game’s release. Again, meaningfulness of Pokémon predicted game-induced nostalgia, which mediated the effect of meaningfulness on eudaimonic entertainment. Eudaimonic entertainment, in turn, predicted psychological well-being. Taken together, these findings draw a bi-directional link between nostalgia and media consumption and substantiate research regarding the well-being functions of both.


2019 ◽  
pp. 125-157 ◽  
Author(s):  
Julie Ducasse ◽  
Matjaž Kljun ◽  
Klen Čopič Pucihar
Keyword(s):  

2019 ◽  
Vol 3 (Supplement_1) ◽  
pp. S332-S332
Author(s):  
Thomas Chan ◽  
Daniel Matook ◽  
Isaac Argueta ◽  
Jonathan Kennedy ◽  
Jeremy Argueta ◽  
...  

Abstract Augmented reality (AR), superimposing digital assets onto the real-world (i.e., holograms)—offers a paradigm shift in delivering immersive interventions for aging adults. Reminiscence and life review are robust intervention techniques that have decades of empirical support to boost mood and meaning in older adults. In this presentation, we demonstrate the applied research and technology development process to create an AR reminiscence and life review engine for aging adults and their caretakers. We conducted 25 needs assessment interviews with community-dwelling older adults, and assisted living facility directors, nurses, and residents. Initial analyses revealed the need for: (1) finding scalable and cost-effective solutions to alleviate time burden for caregivers; (2) increasing variety of activities that do not need much instruction; (3) producing activities that grab and maintain attention; and, (4) generating more personalized activities that do not divert too much time from caretakers. We integrated the findings to develop a working prototype AR engine called “Project Phonado.” From preliminary user testing, Project Phonado aids in boosting mental health and meaning in aging adults—at least temporarily (immediate and one day follow-up). We will show clips of some pilot user testing of the engine and discuss the next evaluation and development steps.


2021 ◽  
Vol 12 ◽  
Author(s):  
Francesco Cerritelli ◽  
Marco Chiera ◽  
Marco Abbro ◽  
Valentino Megale ◽  
Jorge Esteves ◽  
...  

Virtual reality (VR) and augmented reality (AR) have been combined with physical rehabilitation and psychological treatments to improve patients' emotional reactions, body image, and physical function. Nonetheless, no detailed investigation assessed the relationship between VR or AR manual therapies (MTs), which are touch-based approaches that involve the manipulation of tissues for relieving pain and improving balance, postural stability and well-being in several pathological conditions. The present review attempts to explore whether and how VR and AR might be integrated with MTs to improve patient care, with particular attention to balance and to fields like chronic pain that need an approach that engages both mind and body. MTs rely essentially on touch to induce tactile, proprioceptive, and interoceptive stimulations, whereas VR and AR rely mainly on visual, auditory, and proprioceptive stimulations. MTs might increase patients' overall immersion in the virtual experience by inducing parasympathetic tone and relaxing the mind, thus enhancing VR and AR effects. VR and AR could help manual therapists overcome patients' negative beliefs about pain, address pain-related emotional issues, and educate them about functional posture and movements. VR and AR could also engage and change the sensorimotor neural maps that the brain uses to cope with environmental stressors. Hence, combining MTs with VR and AR could define a whole mind-body intervention that uses psychological, interoceptive, and exteroceptive stimulations for rebalancing sensorimotor integration, distorted perceptions, including visual, and body images. Regarding the technology needed to integrate VR and AR with MTs, head-mounted displays could be the most suitable devices due to being low-cost, also allowing patients to follow VR therapy at home. There is enough evidence to argue that integrating MTs with VR and AR could help manual therapists offer patients better and comprehensive treatments. However, therapists need valid tools to identify which patients would benefit from VR and AR to avoid potential adverse effects, and both therapists and patients have to be involved in the development of VR and AR applications to define truly patient-centered therapies. Furthermore, future studies should assess whether the integration between MTs and VR or AR is practically feasible, safe, and clinically useful.


2020 ◽  
Vol 9 (2) ◽  
pp. 241-263
Author(s):  
Tim Wulf ◽  
Matthew Baldwin

This research investigates the augmented-reality smartphone game Pokémon Go and proposes that nostalgia is one particular reason for the game’s popularity and success. We propose that nostalgia acts as both a precursor to individuals’ desire to play the game, and a variable that predicts entertainment experiences and well-being while using the game. Two studies investigate these predictions. Study 1 was conducted in Germany before the game’s release in 2016 and shows that the meaning players ascribe to Pokémon predicted anticipated nostalgia, which in turn motivated them to play the game. Study 2 replicates and extends these findings in an American sample after the game’s release. Again, meaningfulness of Pokémon predicted game-induced nostalgia, which mediated the effect of meaningfulness on eudaimonic entertainment. Eudaimonic entertainment, in turn, predicted psychological well-being. Taken together, these findings draw a bi-directional link between nostalgia and media consumption and substantiate research regarding the well-being functions of both.


Sign in / Sign up

Export Citation Format

Share Document