How we perceive the visual world as stable and unified suggests the existence of transsaccadic integration that retains and integrates visual information from one eye fixation to another eye fixation across saccadic eye movements. However, the capacity of transsaccadic integration is still a subject of controversy. We tested our subjects' memory capacity of two basic visual features, i.e. luminance (Experiment 1) and orientation (Experiment 2), both within a single fixation (i.e. visual working memory) and between separate fixations (i.e. transsaccadic memory). Experiment 2 was repeated, but attention allocation was manipulated using attentional cues at either the target or distracter (Experiment 3). Subjects were able to retain 3-4 objects in transsaccadic memory for luminance and orientation; errors generally increased as saccade size increased; and, subjects were more accurate when attention was allocated to the same location as the impending target. These results were modelled by inputting a noisy extra-retinal signal into an eye-centered feature map. Our results suggest that transsaccadic memory has a similar capacity for storing simple visual features as basic visual memory, but this capacity is dependent both on the metrics of the saccade and allocation of attention.
Although virtual reality (VR) technology has been implemented as a tool to address the health issues of older adults, its applicability to social connectedness is underrepresented in the literature, and less is known about its efficacy in this area in contributing to overall wellness and well-being in later life. Expanding the VR possibilities beyond traditional entertainment purposes holds considerable potential for the older adult market. Technological tools have been employed in the elder health care field for many years, and cutting-edge developments such as virtual and augmented reality have begun to be used to facilitate optimal wellness in aging. Such technological advances have the potential to significantly impact one of the most important issues that older people face: social isolation and loneliness. This paper will serve as an introductory exploration of what is currently known about the use of virtual reality technology with an older cohort.
Introduction This paper describes the findings of a pilot implementation project that explored the potential of virtual reality (VR) technology in recreational programming to support the well-being of older adults in long-term care (LTC) homes. Methods 32 Adults in four LTC homes participated in a pilot implementation project where they viewed VR experiences of popular locations in Canada created especially for this project. Data in this paper are based on multiple viewing experiences ( n = 102) over a two-week period. Results VR appeared to be an effective distraction from pain for the participants. Participants of this study found the VR experiences to be enjoyable and were relaxed and happy while viewing them. Most participants were attentive or focused while viewing the VR experiences, and the experiences were found to be a source of reminiscence for some of the participants. Participants related well to others around them during a majority of the experiences and the VR experiences were a point of conversation between the staff and the participants. Conclusion The findings from this pilot implementation reveal that VR shows potential to enhance the physical, emotional, cognitive, and social well-being of older adults living in LTC, including those living with cognitive impairment.
The impact of an aging population on healthcare and the sustainability of our healthcare system are pressing issues in contemporary society. Technology has the potential to address these challenges, alleviating pressures on the healthcare system and empowering individuals to have greater control over monitoring their own health. Importantly, mobile devices such as smartphones and tablets can allow older adults to have “on the go” access to health-related information. This paper explores mobile health apps that enable older adults and those who care for them to track health-related factors such as body readings and medication adherence, and it serves as a review of the literature on the usability and acceptance of mobile health apps in an older population.
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