Background and Objectives
Exposure to nature and nature-based imagery has been shown to improve mood states and stave off cognitive decline in older adults. Even “micro-doses” of natural scenery can provide beneficial effects in situations where more extensive interactions with nature are not feasible. In the current study we evaluated the use of virtual reality (VR) for delivering interactive nature-based content with the goal of prompting active engagement and improving mood states in older adults.
Research Design and Methods
The researchers developed a novel VR environment that combined 360-degree videos of natural areas and botanical gardens with interactive digital features that allowed users to engage with aspects of the environment. We recruited 50 older adults to try out this VR environment, and measured changes in mood states and attitudes toward VR from before vs. after the sessions. We controlled for variables such as age, education level, and exposure to nature in everyday life, and we looked for differences in responses to the VR among participants with cognitive impairments vs without, and participants with physical disabilities vs. without.
Results
The findings indicated significant improvements in “good” mood and “calm” mood dimensions after exposure to the VR, as well as improvements in attitudes toward the technology. These positive outcomes were significantly greater for participants with physical disabilities compared to those without disabilities. No differences were found in the responses of participants with cognitive impairments vs. those without. Exit interviews provided a variety of helpful suggestions about ways to improve the VR equipment design and content to meet the needs of an older adult population.
Discussion and Implications
The study demonstrates that VR can provide a cost-effective, non-invasive, and non-pharmaceutical approach for improving the lives of older adults in both clinical and recreational settings, particularly when real-world access to nature is limited.
The impressive success of Structure-from-Motion Photogrammetry (SfM) has spread out the application of image-based 3D reconstruction to a larger community. In the field of Archeological Heritage documentation, this has opened the possibility of training local people to accomplish photogrammetric data acquisition in those remote regions where the organization of 3D surveying missions from outside may be difficult, costly or even impossible. On one side, SfM along with low-cost cameras makes this solution viable. On the other, the achievement of high-quality photogrammetric outputs requires a correct image acquisition stage, being this the only stage that necessarily has to be accomplished locally. This paper starts from the analysis of the well-know "3x3 Rules" proposed in 1994 when photogrammetry with amateur camera was the state-of-the art approach and revises those guidelines to adapt to SfM. Three aspects of data acquisition are considered: geometry (control information, photogrammetric network), imaging (camera/lens selection and setup, illumination), and organization. These guidelines are compared to a real case study focused on Ziggurat Chogha Zanbil (Iran), where four blocks from ground stations and drone were collected with the purpose of 3D modelling.
Background and Objectives
Virtual reality (VR) applications are increasingly being targeted toward older adults as a means to maintain physical and cognitive skills and to connect with others, especially during the COVID-19 era. Our knowledge about how older adults interact with VR is limited, however, since this is an emerging area and the related research literature is still rather slim. The current study focused specifically on older adults’ reactions to a social VR environment, examining participant’s views about the possibility of meaningful interactions in this format, the impacts of social-VR immersion on mood and attitude, and features of the VR environment that affected these outcomes.
Research Design and Methods
The researchers designed a novel social-VR environment with features intended to prompt conversation and collaborative problem-solving among older adults. Participants were recruited from three diverse geographic locations (Tallahassee, FL; Ithaca, NY; and New York City), and were randomly assigned to a partner from one of the other sites for social VR interaction. The sample consisted of 36 individuals aged 60 and older.
Results
Reactions to the social-VR were quite positive. Older adults reported high levels of engagement in the environment and perceived the social VR to be enjoyable and usable. Perceived spatial presence was found to be a central driver of positive outcomes. A majority of the participants indicated a willingness to reconnect with their VR partner in the future. The data also identified important areas for improvement that were of concern to older adults, such as the use of more realistic avatars, larger controllers more suited to aging hands, and more time for training/familiarization.
Discussion and Implications
Overall, these findings suggest that VR can be an effective format for social engagement among older adults.
Wayfinding difficulties in healthcare facilities have been shown to increase anxiety among patients and visitors and reduce staff operational efficiency. Wayfinding-oriented interior design features have proven beneficial, but the evaluation of their performance is hindered by the unique nature healthcare facilities and the expense of testing different navigational aids. This study implemented a virtual-reality testing platform to evaluate the effects of different signage and interior hospital design conditions during navigational tasks; evaluated through behavioral responses and mobile EEG. The results indicated that using color to highlight destinations and increase the contrast of wayfinding information yielded significant benefits when combined with wayfinding-oriented environmental affordances. Neural dynamics from the occipital cortex showed beta-band desynchronization with enhanced color condition and additional theta-band desynchronization with enhanced environmental affordance. This multimodal testing platform has the potential to establish a robust body of evidence for future wayfinding design strategies.
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