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.
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