Potential of Augmented Reality and Virtual Reality Technologies to Promote Wellbeing in Older Adults

Older adults face significant loss and limitations in terms of mobility, cognitive ability, and socialization. By using augmented reality and virtual reality technologies they have the potential to overcome such loss and limitations, and to eventually improve their quality of life. However, this group is often excluded in augmented reality and virtual reality deployment. Further, limited studies address their challenges when using augmented reality and virtual reality. Therefore, for a critical review of augmented reality and virtual reality for older adults, we developed a framework to evaluate related factors, including physical, social, and psychological wellbeing. Through the critical review, we identified that most augmented reality and virtual reality studies focus on physical wellbeing of older adults but also make substantial efforts to increase their psychological wellbeing. Fun factors that would motivate them are also extensively considered. Further, social isolation continues to be a significant issue for older adults, but the appropriate content to increase their social wellbeing is insufficient, although many commercial products have been developed. The contribution of the present study is to provide a contextual framework and an evaluation framework for the critical review of augmented reality and virtual reality technologies to promote wellbeing in older adults. This study also suggests the augmented reality and virtual reality research direction for studies on this group by identifying the research gap through the critical review process. Lastly, this study investigates design directions of augmented reality and virtual reality for older adults by introducing challenges and design issues that emerged through the critical review.

[1]  Costas Boletsis,et al.  Augmented Reality Cubes for Cognitive Gaming: Preliminary Usability and Game Experience Testing , 2016, Int. J. Serious Games.

[2]  E. Diener,et al.  Subjective well-being. The science of happiness and a proposal for a national index. , 2000, The American psychologist.

[3]  Jeremy N. Bailenson,et al.  How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence , 2016 .

[4]  Robert Steele,et al.  Elderly persons' perception and acceptance of using wireless sensor networks to assist healthcare , 2009, Int. J. Medical Informatics.

[5]  G. Riva,et al.  The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature , 2018, Front. Psychol..

[6]  N. Charness,et al.  Factors Predicting the Use of Technology: Findings From the Center for Research and Education on Aging and Technology Enhancement (CREATE) , 2006 .

[7]  Athanasios V. Vasilakos,et al.  A Survey on Ambient Intelligence in Healthcare , 2013, Proceedings of the IEEE.

[8]  Anja K. Leist,et al.  Social Media Use of Older Adults: A Mini-Review , 2013, Gerontology.

[9]  Sha Liang Research Proposal on Reviewing Augmented Reality Applications for Supporting Ageing Population , 2015 .

[10]  Jeonghun Ku,et al.  A Virtual Reality System for the Assessment and Rehabilitation of the Activities of Daily Living , 2003, Cyberpsychology Behav. Soc. Netw..

[11]  E. Porter Wearing and using personal emergency respone system buttons. , 2005, Journal of gerontological nursing.

[12]  J. Bailenson,et al.  Social interaction in augmented reality , 2019, PloS one.

[13]  Rafael Felipe V. Saracchini,et al.  Tecnología asistencial móvil, con realidad aumentada, para las personas mayores , 2015 .

[14]  Muhammad Mostafa Monowar,et al.  Rise of Augmented Reality: Current and Future Application Areas , 2013 .

[15]  Jesús Fontecha,et al.  An Assistive Navigation System Based on Augmented Reality and Context Awareness for People With Mild Cognitive Impairments , 2014, IEEE Journal of Biomedical and Health Informatics.

[16]  Alan F. Newell,et al.  Early user involvement in the development of information technology-related products for older people , 2004, Universal Access in the Information Society.

[17]  Kuo-Ping Chang,et al.  Augmented reality technology combined with three-dimensional holography to train the mental rotation ability of older adults , 2016, Comput. Hum. Behav..

[18]  David McDaid,et al.  Promoting mental wellbeing among older people: technology-based interventions , 2018, Health promotion international.

[19]  U. Lindenberger,et al.  Relations between aging sensory/sensorimotor and cognitive functions , 2002, Neuroscience & Biobehavioral Reviews.

[20]  Joost van Hoof,et al.  Factors influencing acceptance of technology for aging in place: A systematic review , 2014, Int. J. Medical Informatics.

[21]  John D. Lee,et al.  Augmented Reality Cues and Elderly Driver Hazard Perception , 2013, Hum. Factors.

[22]  A. Mirelman,et al.  V-TIME: a treadmill training program augmented by virtual reality to decrease fall risk in older adults: study design of a randomized controlled trial , 2013, BMC Neurology.

[23]  Nicoletta Noceti,et al.  Positive technology for elderly well-being: A review , 2020, Pattern Recognit. Lett..

[24]  Teemu H. Laine,et al.  Designing Mobile Augmented Reality Exergames , 2016, Games Cult..

[25]  Karina Iglesia Molina,et al.  Virtual reality using games for improving physical functioning in older adults: a systematic review , 2014, Journal of NeuroEngineering and Rehabilitation.

[26]  Sara J. Czaja,et al.  The impact of aging on access to technology , 2005, ASAC.

[27]  Ronald W. Berkowsky,et al.  Attitudes Towards and Limitations to ICT Use in Assisted and Independent Living Communities: Findings from a Specially-Designed Technological Intervention , 2013, Educational gerontology.

[28]  Jean Claude Marquié,et al.  Do older adults underestimate their actual computer knowledge? , 2002, Behav. Inf. Technol..

[29]  Adriana Tapus,et al.  Perceiving the person and their interactions with the others for social robotics - A review , 2019, Pattern Recognit. Lett..

[30]  P D Bamidis,et al.  Affective Medicine , 2010, Methods of Information in Medicine.

[31]  E. Cherniack Not just fun and games: applications of virtual reality in the identification and rehabilitation of cognitive disorders of the elderly , 2011, Disability and rehabilitation. Assistive technology.

[32]  Arthur D. Fisk,et al.  Older adults talk technology: Technology usage and attitudes , 2010, Comput. Hum. Behav..

[33]  Lia Tsotsos,et al.  Supporting Optimal Aging through the Innovative Use of Virtual Reality Technology , 2017 .

[34]  N. Charness,et al.  Aging and Information Technology Use , 2009 .

[35]  Y. Kang,et al.  Utility of a Three-Dimensional Interactive Augmented Reality Program for Balance and Mobility Rehabilitation in the Elderly: A Feasibility Study , 2015, Annals of rehabilitation medicine.

[36]  Bruce A. MacDonald,et al.  Acceptance of Healthcare Robots for the Older Population: Review and Future Directions , 2009, Int. J. Soc. Robotics.