Related papers: 360 virtual reality travel media for elderly
The disruption to tourism and travel caused by the COVID-related health crisis highlighted the potential of virtual tourism to provide a universally accessible way to engage in cultural experiences. 360-degree virtual tours, showing a…
Virtual Reality (VR) museums provide immersive visiting experiences. Despite growing efforts in VR museum design optimization, limited research addresses its efficacy for older adults. We sought to investigate the challenges of and…
Virtual reality (VR) is increasingly used as a platform for social interaction, including as a means for older adults to maintain engagement. However, there has been limited research to examine the features of social VR that are most…
Engaging with natural environments and representations of nature has been shown to improve mood states and reduce cognitive decline in older adults. The current study evaluated the use of virtual reality (VR) for presenting immersive 360…
Research examining older adults interactions with Virtual Reality (VR) and the impact of social VR experiences on outcomes such as social engagement has been limited, especially among older adults. This multi-site pilot study evaluated the…
Objective. Evaluate the feasibility of Virtual Reality (VR) wayfinding training with aging adults, and examine the impact of the training on wayfinding performance. Design. Design involved wayfinding tasks in a study with three groups:…
The rapid development of virtual reality technology has increased its availability and, consequently, increased the number of its possible applications. The interest in the new medium has grown due to the entertainment industry (games, VR…
Today's virtual reality (VR) systems and environments assume that users have typical abilities, which can make VR inaccessible to people with physical impairments. However, there is not yet an understanding of how inaccessible locomotion…
We propose unwinding the rotations experienced by the user of an immersive telepresence robot to improve comfort and reduce VR sickness of the user. By immersive telepresence we refer to a situation where a 360\textdegree~camera on top of a…
Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so called cybersickness. Cybersickness symptoms cause severe discomfort and hinder the immersive VR…
Virtual reality (VR) is an important new technology that is fun-damentally changing the way people experience entertainment and education content. Due to the fact that most currently available VR products are one size fits all, the…
Virtual reality (VR) is increasingly being used as a research platform for investigating human responses to environmental variables. While VR provides tremendous advantages in terms of variable isolation and manipulation, and ease of…
360{\deg} video provides an immersive experience for viewers, allowing them to freely explore the world by turning their head. However, creating high-quality 360{\deg} video content can be challenging, as viewers may miss important events…
Immersive telepresence, when a user views the video stream of a $360^\circ$ camera in a remote environment using a Head Mounted Display (HMD), has great potential to improve the sense of being in a remote environment. In most cases of…
In this paper, we show that unwinding the rotations of a user immersed in a telepresence robot is preferred and may increase the feeling of presence or "being there". By immersive telepresence, we mean a scenario where a user wearing a…
In this paper, we explore the design and use of conversational telepresence robots to help homebound older adults interact with the external world. An initial needfinding study (N=8) using video vignettes revealed older adults' experiential…
Spatial orientation is essential for people to effectively navigate and interact with the environment in everyday life. With age-related cognitive decline, providing VR locomotion techniques with better spatial orientation performance for…
Every human with a functioning vestibular system is capable of feeling motion sickness, but some are more vulnerable than others. Based on the leading theories explaining this condition, vulnerability should be predicted by a person's years…
360-degree video has become increasingly popular in content consumption. However, finding the viewing direction for important content within each frame poses a significant challenge. Existing approaches rely on either viewer input or…
In this paper, we analyze how different path aspects affect a user's experience, mainly VR sickness and overall comfort, while immersed in an autonomously moving telepresence robot through a virtual reality headset. In particular, we focus…