Related papers: 360 virtual reality travel media for elderly
The application of routing algorithms to real-world situations is a widely studied research topic. Despite this, routing algorithms and applications are usually developed for a general purpose, meaning that certain groups, such as ageing…
Beneficial daily activity interventions have been shown to improve both the physical and mental health of older adults. However, there is a lack of robust objective metrics and personalized strategies to measure their impact. In this study,…
Immersive stories for health are 360-degree videos that intend to alter viewer perceptions about behaviors detrimental to health. They have potential to inform public health at scale, however, immersive story design is still in early stages…
This study evaluates the user experience (UX) in extended reality (XR) tourism of two digital twin-based applications: an Augmented Reality Virtual Tour (AR-VT) for enhanced on-site visits and a Virtual Reality Virtual Tour (VR-VT) for…
In this paper we present our exploratory findings related to extracting knowledge and experiences from a community of senior tourists. By using tools of qualitative analysis as well as review of literature, we managed to verify a set of…
Blind people have limited access to information about their surroundings, which is important for ensuring one's safety, managing social interactions, and identifying approaching pedestrians. With advances in computer vision, wearable…
As more people meet, interact, and socialize online, Social Virtual Reality (VR) emerges as a technology that bridges the gap between traditional face-to-face and online communication. Unlike traditional screen-based applications, Social VR…
With rapid developments in consumer-level head-mounted displays and computer graphics, immersive VR has the potential to take online and remote learning closer to real-world settings. However, the effects of such digital transformations on…
Virtual reality technology is biased. It excludes approximately 95% the world's population by being primarily designed for male, western, educated, industrial, rich, and democratic populations. This bias may be due to the lack of diversity…
Group interactions are essential to social functioning, yet effective engagement relies on the ability to recognize and interpret visual cues, making such engagement a significant challenge for blind people. In this paper, we investigate…
Knowing who is in one's vicinity is key to managing privacy in everyday environments, but is challenging for people with visual impairments. Wearable cameras and other sensors may be able to detect such information, but how should this…
Using virtual reality (VR) head-mounted displays (HMDs) can induce VR sickness. VR sickness can cause strong discomfort, decrease users' presence and enjoyment, especially in games, shorten the duration of the VR experience, and can even…
Portable 360$^\circ$ cameras are becoming a cheap and efficient tool to establish large visual databases. By capturing omnidirectional views of a scene, these cameras could expedite building environment models that are essential for visual…
Any media experience must be fully inclusive and accessible to all users regardless of their ability. With the current trend towards immersive experiences, such as Virtual Reality (VR) and 360-degree video, it becomes key that these…
The sense of realism in avatar animation is a widely pursued goal in social VR applications. A common approach to enhancing realism is improving the match between avatar motion and real-world human movement. However, experience with…
The metro as a form of public transportation is an important urban infrastructure that takes a large population from place A to B every day. To achieve that, it is primarily designed for extreme functionality and efficiency. However, in…
As virtual reality (VR) technologies have improved in the past decade, more research has investigated how they could support more effective communication in various contexts to improve collaboration and social connectedness. However, there…
We present and evaluate a prototype social robot to encourage daily exercise among older adults in a home setting. Our prototype system, designed to lead users through exercise sessions with motivational feedback, was assessed through a…
The existing computational visual attention systems have focused on the objective to basically simulate and understand the concept of visual attention system in adults. Consequently, the impact of observer's age in scene viewing behavior…
Feedback design is an important aspect of person-following robots for older adults. This paper presents a user-centred design approach to ensure the design is focused on the needs and preferences of the users. A sequence of user studies…