Related papers: Mitigating Ageism through Virtual Reality: Interge…
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…
In this paper we report on a study conducted with a group of older adults in which they engaged in participatory design workshops to create a VR ATM training simulation. Based on observation, recordings and the developed VR application we…
When living apart, grandparents and grandchildren often use audio-visual communication approaches to stay connected. However, these approaches seldom provide sufficient companionship and intimacy due to a lack of co-presence and spatial…
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…
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…
We present ARctic Escape, a co-located augmented reality (AR) escape room designed to promote collaboration between dyads through play. While physical escape rooms provide groups with fun, social experiences, they require a gameplay venue,…
Inter-generational communication is essential for bridging generational gaps and fostering mutual understanding. However, maintaining it is complex due to cultural, communicative, and geographical differences. Recent research indicated that…
Serious games are gaining popularity as effective teaching and learning tools, providing engaging, interactive, and practical experiences for students. Gamified learning experiences, such as virtual escape rooms, have emerged as powerful…
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…
Escape rooms present a unique cognitive challenge that demands exploration-driven planning: with the sole instruction to 'escape the room', players must actively search their environment, collecting information, and finding solutions…
In recent years, Virtual Reality (VR) has found its way into different fields besides pure entertainment. One of the topics that can benefit from the immersive experience of VR is education. Furthermore, using game-based approaches in…
The risk of isolation in virtual reality (VR) stems from the immersive nature of the technology. VR can transport users to entirely virtual environments, often disconnecting them from the physical world and real-life interactions.…
With respect to digital games, older adults are a demographic that is often underserved due to an industry-wide focus on younger audiences' preferences and skill sets. Meanwhile, as artificial intelligence (AI) continues to expand into…
The application and implementation of collaborative embodiment in virtual reality (VR) are a critical aspect of the computer science landscape, aiming to enhance multi-user interaction and teamwork in immersive environments. A notable and…
Digital inequality remains a significant barrier for many older adults, limiting their ability to navigate online spaces securely and confidently while increasing their susceptibility to cyber threats. In response, we propose a novel…
Virtual Reality (VR) and Augmented Reality (AR) tools have been applied in all engineering fields in order to avoid the use of physical prototypes, to train in high-risk situations, and to interpret real or simulated results. In order to…
As the population continues to age, and gaming continues to grow as a hobby for older people, heterogeneity among older adult gamers is increasing. We argue that traditional game-based accessibility features, such as simplified input…
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…
Social participation is known to bring great benefits to the health and well-being of people as they age. From being in contact with others to engaging in group activities, keeping socially active can help slow down the effects of…
This preliminary study investigated user experiences in VR horror games, highlighting fear-triggering and gender-based differences in perception. By utilizing a scientifically validated and specially designed questionnaire, we successfully…