Facing the severe global dementia problem, an exploration was conducted adopting the technology of virtual reality (VR). This report lays a technical foundation for further research project "Early Detection of Dementia Using Testing Tools in VR Environment", which illustrates the process of developing a VR application using Unity 3D software on Oculus Go. This preliminary exploration is composed of three steps, including 3D virtual scene construction, VR interaction design and monitoring. The exploration was recorded to provide basic technical guidance and detailed method for subsequent research.
As aging societies grow, researchers are actively studying care systems concerning the life and diseases of the elderly. Among these diseases, dementia makes it difficult to maintain daily life due to the degradation of cognitive functioning, memory, and reasoning, as well as the ability to perform actions. Moreover, dementia does not have a perfect cure, though therapy and care can slow its onset and provide patients with physical and mental support. In this paper, we developed a projection-based augmented reality system robot that can cover 360 degrees of space. We also propose an applicatio…
Technologies can support people with early onset dementia (PwD) to aid them in Instrumental Activities of Daily Living (IADL). The integration of physical and virtual realities in Mixed reality technologies (MRTs) could provide scalable and deployable options in developing prompting systems for PwD. However, these emerging technologies should be evaluated and investigated for feasibility with PwD. Survey instruments such as SUS, SUPR-Q and ethnographic methods that are used for usability evaluation of websites and apps are used to evaluate and study MRTs. However, PwD who cannot provide writte…
Game-Based versus Training-Based Virtual Reality for Cognitive Rehabilitation in Mild Cognitive Impairment and Dementia: A Systematization of Design Paradigms, Outcomes, and Evaluation Rigor
Balancing Caregiving and Self-Care: Exploring Mental Health Needs of Alzheimer's and Dementia Caregivers
University of Illinois Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);Indiana University Indianapolis(印第安纳大学印第安纳波利斯分校);University of Massachusetts Amherst(马萨诸塞大学阿姆赫斯特分校)
With the popularity of online access in virtual reality (VR) devices, it will become important to investigate exclusive and interactive CAPTCHA (Completely Automated Public Turing test to tell Computers and Humans Apart) designs for VR devices. In this paper, we first present four traditional two-dimensional (2D) CAPTCHAs (i.e., text-based, image-rotated, image-puzzled, and image-selected CAPTCHAs) in VR. Then, based on the three-dimensional (3D) interaction characteristics of VR devices, we propose two vrCAPTCHA design prototypes (i.e., task-driven and bodily motion-based CAPTCHAs). We conduc…
In this paper, we propose a new interface for virtual reality headset: a touchpad in front of the headset. To demonstrate the feasibility of the front touch interface, we built a prototype device, explored VR UI design space expansion, and performed various user studies. We started with preliminary tests to see how intuitively and accurately people can interact with the front touchpad. Then, we further experimented various user interfaces such as a binary selection, a typical menu layout, and a keyboard. Two-Finger and Drag-n-Tap were also explored to find the appropriate selection technique. …
Teaching that uses projected presentation media such as slide-shows lacks support for dynamic content whose form and behaviors require live changes during a lecture. Recent software alternatives such as the Chalktalk software platform allow the creation of interactive simulations in arbitrary sequences and combinations within presentations. These more dynamic solutions, however, do not optimize for face-to-face interactions: eye-contact, gaze direction, and concurrent awareness of another person's movements together with the presented content. To explore the extent to which these face-to-face …
Augmented Reality (AR) applications are becoming more mainstream, with successful examples in the mobile environment like Pokemon GO. Current malicious techniques can exploit these environments' immersive and mixed nature (physical-virtual) to trick users into providing more personal information, i.e., dark patterns. Dark patterns are deceiving techniques (e.g., interface tricks) designed to influence individuals' behavioural decisions. However, there are few studies regarding dark patterns' potential issues in AR environments. In this work, using scenario construction to build our prototypes,…
When living apart, grandparents and grandchildren often use audio-visual communication approaches to stay connected. However, these approaches seldom provide sufficient companionship and intimacy due to a lack of co-presence and spatial interaction, which can be fulfilled by immersive virtual reality (VR). To understand how grandparents and grandchildren might leverage VR to facilitate their remote communication and better inform future design, we conducted a user-centered participatory design study with twelve pairs of grandparents and grandchildren. Results show that VR affords casual and eq…
Text selection is a common and essential activity during text interaction in all interactive systems. As Augmented Reality (AR) head-mounted displays (HMDs) become more widespread, they will need to provide effective interaction techniques for text selection that ensure users can complete a range of text manipulation tasks (e.g., to highlight, copy, and paste text, send instant messages, and browse the web). As a relatively new platform, text selection in AR is largely unexplored and the suitability of interaction techniques supported by current AR HMDs for text selection tasks is unclear. Thi…
There are many reasons for utilising 3D animation and virtual reality in sexuality research. Apart from providing a mean with which to (re)experience certain situations there are four main advantages: a) bespoke animated stimuli can be created and customized, which is especially important when researching paraphilia and sexual preferences, b) stimulus production is less expensive and easier to produce compared to real world stimuli, c) virtual reality allows us to capture data such as physiological reasons to stimuli, that we would not be able to otherwise (without resorting to self-report mea…
Augmented Reality (AR) learning games, on average, have been shown to have a positive impact on student learning. However, the exploration of AR learning games in special education settings, where accessibility is a concern, has not been well explored. Thus, the purpose of this study is to explore the use of AR games in accessible learning applications and to provide a comprehensive understanding of its advantages over traditional learning approaches. In this paper, we present our systematic review of previous studies included in major databases in the past decade. We explored the characterist…
This paper presents a design space of interaction techniques to engage with visualizations that are printed on paper and augmented through Augmented Reality. Paper sheets are widely used to deploy visualizations and provide a rich set of tangible affordances for interactions, such as touch, folding, tilting, or stacking. At the same time, augmented reality can dynamically update visualization content to provide commands such as pan, zoom, filter, or detail on demand. This paper is the first to provide a structured approach to mapping possible actions with the paper to interaction commands. Thi…
Mode-switching supports multilevel operations using a limited number of input methods. In Virtual Reality (VR) head-mounted displays (HMD), common approaches for mode-switching use buttons, controllers, and users' hands. However, they are inefficient and challenging to do with tasks that require both hands (e.g., when users need to use two hands during drawing operations). Using head gestures for mode-switching can be an efficient and cost-effective way, allowing for a more continuous and smooth transition between modes. In this paper, we explore the use of head gestures for mode-switching esp…
Obesity is a serious disease that can affect both physical and psychological well-being. Due to weight stigmatization, many affected individuals suffer from body image disturbances whereby they perceive their body in a distorted way, evaluate it negatively, or neglect it. Beyond established interventions such as mirror exposure, recent advancements aim to complement body image treatments by the embodiment of visually altered virtual bodies in virtual reality (VR). We present a high-fidelity prototype of an advanced VR system that allows users to embody a rapidly generated personalized, photore…
KTH Royal Institute of Technology(瑞典皇家理工学院);Aalto University(阿尔托大学)
In collaborative tasks, people rely both on verbal and non-verbal cues simultaneously to communicate with each other. For human-robot interaction to run smoothly and naturally, a robot should be equipped with the ability to robustly disambiguate referring expressions. In this work, we propose a model that can disambiguate multimodal fetching requests using modalities such as head movements, hand gestures, and speech. We analysed the acquired data from mixed reality experiments and formulated a hypothesis that modelling temporal dependencies of events in these three modalities increases the mod…