Older adults eating together in a virtual living room:opportunities and limitations of eating in augmented virtuality
Autor: | Thomas Bjørner, Pernille Krog Sørensen, Jon Ram Bruun-Pedersen, Dannie Michael Korsgaard |
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Jazyk: | angličtina |
Rok vydání: | 2019 |
Předmět: |
business.industry
media_common.quotation_subject 05 social sciences Applied psychology Solitary dining Fidelity 020207 software engineering Context (language use) 02 engineering and technology Augmented reality Virtual reality Human-centered design User experience design Older adults 0202 electrical engineering electronic engineering information engineering 0501 psychology and cognitive sciences Conversation Augmented virtuality Psychology business 050107 human factors media_common User-centered design |
Zdroj: | Korsgaard, D M, Bjørner, T, Sørensen, P K & Bruun-Pedersen, J R 2019, Older adults eating together in a virtual living room : opportunities and limitations of eating in augmented virtuality . in ECCE 2019 Proceedings of the 31st European Conference on Cognitive Ergonomics : ''Design for Cognition'' . Association for Computing Machinery, pp. 168-176, ECCE 2019-European Conference on Cognitive Ergonomics, Belfast, 10/09/2019 . https://doi.org/10.1145/3335082.3335093 ECCE |
DOI: | 10.1145/3335082.3335093 |
Popis: | This study used augmented virtuality with an overall aim to prevent undernourishment among older adults. The purpose was to facilitate remote social eating for solitary older adults, as people tend to eat more when socializing. In this study, an augmented virtuality application was developed in which a physical cake buffet and a virtual living room coexisted and interacted in real time. This was possible using an Oculus Rift CV1 HMD with an Intel Realsense SR300 depth sensor mounted on top of the HMD. The study included initial workshops with 30 experts and 16 older adults, prototyping with 7 mobility-restricted older adults, and a final user study with 27 older adults. In the user study, we evaluated the user experience of a system designed to establish a meal conversation between three older friends while eating a solitary meal in augmented virtuality. Within three overall factors (user, context, and system), we outlined sub- elements that constituted both opportunities and limitations, which included interactions, perceptions, and behavior in the augmented virtuality. The virtual living room was described very positively by all participants. However, there were also some technological limitations in terms of fidelity, HMD comfort, and quality. When developing virtual environments, we found it very important to include very specific elements within the user, contextual and system categories, as well including qualitative methods throughout the entire design process. |
Databáze: | OpenAIRE |
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