Opinions regarding Virtual Reality among Older People in Taiwan

Author(s):  
Diana Barsasella ◽  
Shwetambara Malwade ◽  
Chia-Chi Chang ◽  
Megan Liu ◽  
Sruthi Srikanth ◽  
...  
Keyword(s):  
Author(s):  
Vaillant Ciszewicz AJ ◽  
◽  
Guerin O ◽  

Older people living in nursing homes often present with psychological symptoms such as depression, anxiety and apathy. Numerous studies focused on the effects of Virtual Reality (VR) in the older population. This innovative approach could lead to a significant reduction in psychological disorders in older adults and improve their quality of life.


Gerontology ◽  
2017 ◽  
Vol 63 (6) ◽  
pp. 590-598 ◽  
Author(s):  
Kim Dockx ◽  
Lisa Alcock ◽  
Esther Bekkers ◽  
Pieter Ginis ◽  
Miriam Reelick ◽  
...  

Background: Virtual reality (VR) technology is a relatively new rehabilitation tool that can deliver a combination of cognitive and motor training for fall prevention. The attitudes of older people to such training are currently unclear. Objective: This study aimed to investigate: (1) the attitudes of fall-prone older people towards fall prevention exercise with and without VR; (2) attitudinal changes after intervention with and without VR; and (3) user satisfaction following fall prevention exercise with and without VR. Methods: A total of 281 fall-prone older people were randomly assigned to an experimental group receiving treadmill training augmented by VR (TT+VR, n = 144) or a control group receiving treadmill training alone (TT, n = 137). Two questionnaires were used to measure (1) attitudes towards fall prevention exercise with and without VR (AQ); and (2) user satisfaction (USQ). AQ was evaluated at baseline and after intervention. USQ was measured after intervention only. Results: The AQ revealed that most participants had positive attitudes towards fall prevention exercise at baseline (82.2%) and after intervention (80.6%; p = 0.144). In contrast, only 53.6% were enthusiastic about fall prevention exercise with VR at baseline. These attitudes positively changed after intervention (83.1%; p < 0.001), and 99.2% indicated that they enjoyed TT+VR. Correlation analyses showed that postintervention attitudes were strongly related to user satisfaction (USQ: r = 0.503; p < 0.001). Conclusions: Older people's attitudes towards fall prevention exercise with VR were positively influenced by their experience. From the perspective of the user, VR is an attractive training mode, and thus improving service provision for older people is important.


2019 ◽  
Vol 8 (11) ◽  
pp. 1882 ◽  
Author(s):  
Bevilacqua ◽  
Maranesi ◽  
Riccardi ◽  
Donna ◽  
Pelliccioni ◽  
...  

: Objective: the objective of this review is to analyze the advances in the field of rehabilitation through virtual reality, while taking into account non-immersive systems, as evidence have them shown to be highly accepted by older people, due to the lowest “cibersikness” symptomatology. Data sources: a systematic review of the literature was conducted in June 2019. The data were collected from Cochrane, Embase, Scopus, and PubMed databases, analyzing manuscripts and articles of the last 10 years. Study selection: we only included randomized controlled trials written in English aimed to study the use of the virtual reality in rehabilitation. We selected 10 studies, which were characterized by clinical heterogeneity. Data extraction: quality evaluation was performed based on the Physioterapy Evidence Database (PEDro) scale, suggested for evidence based review of stroke rehabilitation. Of 10 studies considered, eight were randomized controlled trials and the PEDro score ranged from four to a maximum of nine. Data synthesis: VR (Virtual Reality) creates artificial environments with the possibility of a patient interaction. This kind of experience leads to the development of cognitive and motor abilities, which usually positively affect the emotional state of the patient, increasing collaboration and compliance. Some recent studies have suggested that rehabilitation treatment interventions might be useful and effective in treating motor and cognitive symptoms in different neurological disorders, including traumatic brain injury, multiple sclerosis, and progressive supranuclear palsy. Conclusions: as it is shown by the numerous studies in the field, the application of VR has a positive impact on the rehabilitation of the most predominant geriatric syndromes. The level of realism of the virtual stimuli seems to have a crucial role in the training of cognitive abilities. Future research needs to improve study design by including larger samples, longitudinal designs, long term follow-ups, and different outcome measures, including functional and quality of life indexes, to better evaluate the clinical impact of this promising technology in healthy old subjects and in neurological patients.


Proceedings ◽  
2019 ◽  
Vol 21 (1) ◽  
pp. 7 ◽  
Author(s):  
Donga ◽  
Marques ◽  
Pereira ◽  
Gomes

This work focus on the study of solutions that using video 360 and virtual reality that allow children’s and older people that are away of their family environments for various reasons to be able to feel they are participating at family or school events. The solutions proposed should deliver a strong sense of presence to the users and the interface must be friendly. The validation will be made by user observation and inquiries.


Author(s):  
Cosimo Tuena ◽  
Elisa Pedroli ◽  
Pietro Davide Trimarchi ◽  
Alessia Gallucci ◽  
Mattia Chiappini ◽  
...  

2021 ◽  
Vol 33 (S1) ◽  
pp. 83-83
Author(s):  
Adriana Gómez ◽  
Janeth Carreño ◽  
Alvaro Berroa ◽  
Ane Balenciaga

OBJECTIVE:To analyze the effectiveness of cognitive stimulation carried out through OroiCognitive, a virtual reality app, in older people, as well as its acceptance and attractiveness to them.METHOD:The research was carried out with 31 participants with a number two or three in the global deterioration scale (GDS).15 of these participants were part of the control group, and 16 of the experimental group.The intervention through virtual reality, with exercises more similar to daily activities, allows working on attention, language, memory, orientation, visuospatial skills and executive functions.It was carried out in 12 sessions, 3 times a week, lasting 25 minutes each one, individually.Bouth groups were evaluated using the MINI-MENTAL Cognitive Examination and some subtest of the Weschler Intelligence Scale for adults (WAIS-IV).RESULTS:Regarding to the effectiveness of the stimulation, the results show significant improvements in vocabulary and information in those with GDS2, in the experimental group.No statistically significant improvements were found in the rest of the areas. Regarding the assessment of the tool, 69% of the participants rated it as quite useful and interesting. According to the qualitative data collected by the therapists, the users were happier and more animated during and after the intervention.


2007 ◽  
Vol 27 (6) ◽  
pp. 811-825 ◽  
Author(s):  
TIM BLACKMAN ◽  
PAUL VAN SCHAIK ◽  
ANTHONY MARTYR

ABSTRACTFew studies have investigated how outdoor environments might disable people with dementia. The issue is rarely considered in planning and design guidelines and not at all in regulations, despite dementia being within the scope of disability discrimination legislation in the United Kingdom and other countries. This article reports a study that involved older people with mild to moderate dementias taking two walks, one in a real town centre and one in a virtual reality (VR) simulation. Adaptations were made to the VR simulation to test possible design improvements. Overall, the town centre posed relatively few problems for the 38 older people with dementia who participated, although more difficulty was evident with greater impairment. Some features of particular places were liked more than others, particularly the segregation of spaces from motor traffic. There were measurable benefits from using clear textual signs to support wayfinding and to identify objects and places in the environment. Diminished outdoor activity is likely to be experienced as a decrease in quality of life and may accelerate the progression of dementia. We conclude that older people with mild to moderate dementia should be encouraged to be active outdoors and that this can be facilitated by small environmental modifications. Some limitations of the VR technology used for the study are also reported.


Revista EIA ◽  
2021 ◽  
Vol 18 (35) ◽  
Author(s):  
Lina María Montealegre ◽  
Julialba Castellanos Ruíz ◽  
Carolina Márquez ◽  
Santiago Murillo ◽  
Juan Torres Escobar ◽  
...  

RESUMEN: Objetivo: Determinar la prescripción del ejercicio en un programa realizado con realidad virtual (RV) para adultos mayores. Materiales y métodos: se realizó búsqueda de artículos con las palabras clave “virtual reality”, “physical therapy”, “Exergames”, “Healthy”, “Older people”, “Exercise”, en los buscadores Pubmed, Sciencedirect, Google Académico y Base de datos Escuela de Ingeniería de Antioquia –EIA. En el criterio de inclusión de los artículos, se tuvo en cuenta: intensidad, frecuencia, tiempo, tipos de juegos y resultados. Resultados: Se seleccionaron 40 artículos, que permitieron evidenciar la prescripción del ejercicio en RV en adultos mayores. Conclusión: En la prescripción del ejercicio en la realidad virtual se puede indicar que las sesiones de trabajo deben durar entre 30 a 50 minutos, frecuencia semanal de 3 a 5 veces/semana; se propone realizar 3 a 5 series de 8 a 20 repeticiones con una intensidad inicial del 30% hasta un 75% de la frecuencia cardiaca máxima.


Author(s):  
Pooya Soltani

The population of older people is increasing. In this book chapter, the author reviewed some of the applications of virtual reality (VR) for seniors in form of a strengths, weaknesses, opportunities, and threats (SWOT) analysis. This approach is commonly used to assess and guide internal and external parameters to accomplish a mission. Some of the challenges that the elderly are facing were reviewed and the way VR can help in overcoming those challenges were discussed. A comparison of VR technologies was also presented. The results show that VR's feasibility and concept are linked to existing technologies and the characteristics of each system control immersion, interaction, and stimulation. VR interventions might have the potential to be used as ecologically valid e-health screening systems. Systems should be specifically designed and adapted for seniors and usability issues should be addressed. Ideally, VR interventions work best in addition to traditional methods. Future studies should use more subjects to ensure the efficacy of such interventions for seniors.


2021 ◽  
Vol 9 (1) ◽  
pp. e39769
Author(s):  
Bruna Graciele Souza Alós ◽  
Nathália Vescia Bauer ◽  
Verônica Salazar Moreira ◽  
Rafaela Soares Rech ◽  
Aline Moreira de Mello ◽  
...  

Purpose: to describe a series of cases of older people with a clinical diagnosis of mild cognitive impairment or dementia at elderly long-term residences using virtual reality as cognitive rehabilitation.Methods: this study is a series of cases. Older adults diagnosed with mild cognitive impairment or dementia were included. Elderly people with visual and/or hearing problems that made it impossible to carry out the training were excluded. The same tests were used after intervention and at follow up after 15 days.Results: final sample consisted of 13 women and the mean age was 81.77 years (± 6.94). Patients were divided into 2 groups: mild cognitive impairment group and the dementia group. According to the therapeutic objectives aimed at improving fluency, among the results, the improvement in the scores to the group mild cognitive impairment stands out for the phonemic verbal fluency tests 23.63 (± 12.72) pre-test and 29.50 (± 11.14) post-test. There was an improvement in mild cognitive impairment group scores for the phonemic verbal fluency tests 23.63 (± 12.72) pretest and 29.50 (± 11.14) post-test. In the dementia group, test scores were 10 (± 5, 47) pretest and 12.80 (± 5.72) post-test. On the semantic verbal fluency test, the mild cognitive impairment group showed improvement 11.00 (± 3.62) pretest and 13.88 (± 6.03) post-test, while the dementia group test scores were 7.60 (± 4.56) pretest and 8.20 (± 5.12) post-test.Conclusion: regarding phonemic verbal fluency, virtual reality may be a good resource for improving the performance of older adults with mild cognitive impairment. Results were not maintained in the medium term, showing the importance of continual training.


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