2017
DOI: 10.3390/mti1040023
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Supporting Optimal Aging through the Innovative Use of Virtual Reality Technology

Abstract: 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 … Show more

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Cited by 42 publications
(23 citation statements)
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References 23 publications
(28 reference statements)
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“…LO is elicited by the unlimited use of new technologies that create virtual realities as the main cause. This finding is congruent with the results previously reported by Morahan-Martin [52], although it has not yet been linked to the millennial generation as its characteristic feature [53].…”
Section: Discussionsupporting
confidence: 93%
“…LO is elicited by the unlimited use of new technologies that create virtual realities as the main cause. This finding is congruent with the results previously reported by Morahan-Martin [52], although it has not yet been linked to the millennial generation as its characteristic feature [53].…”
Section: Discussionsupporting
confidence: 93%
“…Several factors often impact user engagement with VR including presence, gamified designs [11,25], and natural body interactions [26,27]. Motion sickness, despite recent improvements in VR technology, still has a negative impact on user engagement [12,28,29]. Furthermore, older adults have additional requirements that need to be considered in designing the system: most commercially available HMDs are heavy [30,31], have nonintuitive controllers [32,33], can cause stress or hesitation [33], and large proportion of VR content not specifically designed for this cohort [32,33], all of which negatively influence experiences and engagement of older adult users with the system.…”
Section: Introductionmentioning
confidence: 99%
“…Augmented reality (AR) and virtual reality (VR) technologies have been rapidly employed in a range of contexts, including gaming, navigation, medicine, education, and design [9,10]. Cipresso et al [11] collected all the articles about VR and AR in the Web of Science Core Collection scientific database.…”
Section: Introductionmentioning
confidence: 99%
“…AR combines virtual information with information on the physical environment on a real-time basis [9,13]. VR technology delivers computer-generated simulations of 3D virtual environments that users experience by wearing a VR headset [10]. The main difference between the two is that AR integrates the virtual and real worlds, while VR offers complete immersion into a simulated environment and is entirely digitized.…”
Section: Introductionmentioning
confidence: 99%
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